Cataclysm BN
Character Class Referenceabstract

#include <character.h>

Inheritance diagram for Character:
Creature visitable< Character > player avatar npc standard_npc

Classes

struct  has_mission_item_filter
 

Public Types

enum  water_tolerance { WT_IGNORED = 0 , WT_NEUTRAL , WT_GOOD , NUM_WATER_TOLERANCE }
 
using trap_map = std::map< tripoint, std::string >
 
- Public Types inherited from Creature
enum  Attitude : int { A_HOSTILE , A_NEUTRAL , A_FRIENDLY , A_ANY }
 Simplified attitude towards any creature: hostile - hate, want to kill, etc. More...
 

Public Member Functions

 Character (const Character &)=delete
 
Characteroperator= (const Character &)=delete
 
 ~Character () override
 
Characteras_character () override
 
const Characteras_character () const override
 
character_id getID () const
 
void setID (character_id i, bool force=false)
 
bool is_dead_state () const override
 Returns true if the character should be dead. More...
 
field_type_id bloodType () const override
 
field_type_id gibType () const override
 
bool is_warm () const override
 
bool in_species (const species_id &spec) const override
 
const std::string & symbol () const override
 
virtual int get_str () const
 Getters for stats exclusive to characters. More...
 
virtual int get_dex () const
 
virtual int get_per () const
 
virtual int get_int () const
 
virtual int get_str_base () const
 
virtual int get_dex_base () const
 
virtual int get_per_base () const
 
virtual int get_int_base () const
 
virtual int get_str_bonus () const
 
virtual int get_dex_bonus () const
 
virtual int get_per_bonus () const
 
virtual int get_int_bonus () const
 
int get_speed () const override
 
virtual int ranged_dex_mod () const
 
virtual int ranged_per_mod () const
 
virtual void set_str_bonus (int nstr)
 Setters for stats exclusive to characters. More...
 
virtual void set_dex_bonus (int ndex)
 
virtual void set_per_bonus (int nper)
 
virtual void set_int_bonus (int nint)
 
virtual void mod_str_bonus (int nstr)
 
virtual void mod_dex_bonus (int ndex)
 
virtual void mod_per_bonus (int nper)
 
virtual void mod_int_bonus (int nint)
 
void print_health () const
 
virtual int get_healthy () const
 Getters for health values exclusive to characters. More...
 
virtual int get_healthy_mod () const
 
virtual void mod_healthy (int nhealthy)
 Modifiers for health values exclusive to characters. More...
 
virtual void mod_healthy_mod (int nhealthy_mod, int cap)
 
virtual void set_healthy (int nhealthy)
 Setters for health values exclusive to characters. More...
 
virtual void set_healthy_mod (int nhealthy_mod)
 
int get_stored_kcal () const
 Getter for need values exclusive to characters. More...
 
int max_stored_kcal () const
 
float get_kcal_percent () const
 
int get_thirst () const
 
std::pair< std::string, nc_colorget_thirst_description () const
 
std::pair< std::string, nc_colorget_hunger_description () const
 
std::pair< std::string, nc_colorget_fatigue_description () const
 
int get_fatigue () const
 
int get_sleep_deprivation () const
 
std::pair< std::string, nc_colorget_pain_description () const override
 
virtual void mod_stored_kcal (int nkcal)
 Modifiers for need values exclusive to characters. More...
 
virtual void mod_stored_nutr (int nnutr)
 
virtual void mod_thirst (int nthirst)
 
virtual void mod_fatigue (int nfatigue)
 
virtual void mod_sleep_deprivation (int nsleep_deprivation)
 
virtual void set_stored_kcal (int kcal)
 Setters for need values exclusive to characters. More...
 
virtual void set_thirst (int nthirst)
 
virtual void set_fatigue (int nfatigue)
 
virtual void set_sleep_deprivation (int nsleep_deprivation)
 
void mod_stat (const std::string &stat, float modifier) override
 
m_size get_size () const override
 Get size class of character. More...
 
void recalculate_size ()
 Recalculate size class of character. More...
 
void recalc_speed_bonus ()
 Calculates the various speed bonuses we will get from mutations, etc. More...
 
std::string disp_name (bool possessive=false, bool capitalize_first=false) const override
 Returns either "you" or the player's name. More...
 
std::string skin_name () const override
 Returns the name of the player's outer layer, e.g. More...
 
virtual factionget_faction () const
 
void set_fac_id (const std::string &my_fac_id)
 
int effective_dispersion (int dispersion) const
 
dispersion_sources get_weapon_dispersion (const item &obj) const
 Returns a weapon's modified dispersion value. More...
 
std::vector< aim_typeget_aim_types (const item &gun) const
 
std::pair< int, int > get_fastest_sight (const item &gun, double recoil) const
 
int get_most_accurate_sight (const item &gun) const
 
double aim_speed_skill_modifier (const skill_id &gun_skill) const
 
double aim_speed_dex_modifier () const
 
double aim_speed_encumbrance_modifier () const
 
double aim_cap_from_volume (const item &gun) const
 
double aim_per_move (const item &gun, double recoil) const
 
double recoil_vehicle () const
 Get maximum recoil penalty due to vehicle motion. More...
 
double recoil_mode () const
 
double recoil_total () const
 Current total maximum recoil penalty from all sources. More...
 
float get_dodge_base () const override
 Combat getters. More...
 
float get_hit_base () const override
 
float get_dodge () const override
 
float dodge_roll () override
 
const tripointpos () const override
 
int sight_range (int light_level) const override
 Returns the player's sight range. More...
 
int unimpaired_range () const
 Returns the player maximum vision range factoring in mutations, diseases, and other effects. More...
 
bool overmap_los (const tripoint_abs_omt &omt, int sight_points)
 Returns true if overmap tile is within player line-of-sight. More...
 
int overmap_sight_range (int light_level) const
 Returns the distance the player can see on the overmap. More...
 
int clairvoyance () const
 Returns the distance the player can see through walls. More...
 
bool sight_impaired () const
 Returns true if the player has some form of impaired sight. More...
 
bool has_alarm_clock () const
 Returns true if the player or their vehicle has an alarm clock. More...
 
bool has_watch () const
 Returns true if the player or their vehicle has a watch. More...
 
void action_taken ()
 Called after every action, invalidates player caches. More...
 
bool is_on_ground () const override
 Returns true if the player is knocked over or has broken legs. More...
 
int swim_speed () const
 Returns the player's speed for swimming across water tiles. More...
 
void add_miss_reason (const std::string &reason, unsigned int weight)
 Adds a reason for why the player would miss a melee attack. More...
 
void clear_miss_reasons ()
 Clears the list of reasons for why the player would miss a melee attack. More...
 
std::string get_miss_reason ()
 Returns an explanation for why the player would miss a melee attack. More...
 
void regen (int rate_multiplier)
 Handles passive regeneration of pain and maybe hp. More...
 
void enforce_minimum_healing ()
 
itembest_quality_item (const quality_id &qual)
 get best quality item that this character has More...
 
virtual void update_health (int external_modifiers=0)
 Handles health fluctuations over time. More...
 
void update_body ()
 Updates all "biology" by one turn. More...
 
void update_body (const time_point &from, const time_point &to)
 Updates all "biology" as if time between from and to passed. More...
 
void update_stomach (const time_point &from, const time_point &to)
 Updates the stomach to give accurate hunger messages. More...
 
void update_needs (int rate_multiplier)
 Increases hunger, thirst, fatigue and stimulants wearing off. More...
 
needs_rates calc_needs_rates () const
 
void check_needs_extremes ()
 Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings. More...
 
bool is_hibernating () const
 Returns if the player has hibernation mutation and is asleep and well fed. More...
 
void update_bodytemp (const map &m, const weather_manager &weather)
 Maintains body temperature. More...
 
void temp_equalizer (const bodypart_id &bp1, const bodypart_id &bp2)
 Equalizes heat between body parts. More...
 
int blood_loss (const bodypart_id &bp) const
 Define blood loss (in percents) More...
 
void reset_bonuses () override
 Resets the value of all bonus fields to 0. More...
 
void reset_stats () override
 Resets stats, and applies effects in an idempotent manner. More...
 
void reset () override
 Handles stat and bonus reset. More...
 
void environmental_revert_effect ()
 
void reset_encumbrance ()
 Recalculates encumbrance cache. More...
 
int encumb (body_part bp) const
 Returns ENC provided by armor, etc. More...
 
units::mass get_weight () const override
 Returns body weight plus weight of inventory and worn/wielded items. More...
 
char_encumbrance_data get_encumbrance () const
 Get encumbrance for all body parts. More...
 
char_encumbrance_data get_encumbrance (const item &new_item) const
 Get encumbrance for all body parts as if new_item was also worn. More...
 
int extraEncumbrance (layer_level level, int bp) const
 Get encumbrance penalty per layer & body part. More...
 
bool is_wearing_power_armor (bool *hasHelmet=nullptr) const
 Returns true if the character is wearing power armor. More...
 
bool is_wearing_active_power_armor () const
 Returns true if the character is wearing active power. More...
 
bool is_wearing_active_optcloak () const
 Returns true if the player is wearing an active optical cloak. More...
 
bool in_climate_control ()
 Returns true if the player is in a climate controlled area or armor. More...
 
bool is_blind () const
 Returns true if the player isn't able to see. More...
 
bool is_invisible () const
 
int visibility (bool check_color=false, int stillness=0) const
 Checks is_invisible() as well as other factors. More...
 
float active_light () const
 Returns character luminosity based on the brightest active item they are carrying. More...
 
bool sees_with_specials (const Creature &critter) const
 
body_part_set exclusive_flag_coverage (const std::string &flag) const
 Bitset of all the body parts covered only with items with flag (or nothing) More...
 
bool move_effects (bool attacking) override
 Processes effects which may prevent the Character from moving (bear traps, crushed, etc.). More...
 
void wait_effects ()
 
bool movement_mode_is (character_movemode mode) const
 Check against the character's current movement mode. More...
 
character_movemode get_movement_mode () const
 
virtual void set_movement_mode (character_movemode mode)=0
 
void expose_to_disease (diseasetype_id dis_type)
 Determine if character is susceptible to dis_type and if so apply the symptoms. More...
 
void process_turn () override
 Handles end-of-turn processing. More...
 
void process_effects_internal () override
 Processes human-specific effects of effects before calling Creature::process_effects(). More...
 
void hardcoded_effects (effect &it)
 Handles the still hard-coded effects. More...
 
void process_one_effect (effect &it, bool is_new) override
 Processes human-specific effects of an effect. More...
 
void process_items ()
 Process active items. More...
 
void recalc_hp ()
 Recalculates HP after a change to max strength. More...
 
void calc_all_parts_hp (float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
 Sets hp for all body parts. More...
 
void recalc_sight_limits ()
 Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change: More...
 
float get_vision_threshold (float light_level) const
 Returns the apparent light level at which the player can see. More...
 
void flag_encumbrance ()
 Flag encumbrance for updating. More...
 
void check_item_encumbrance_flag ()
 Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating. More...
 
bool natural_attack_restricted_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag. More...
 
bool can_miss_recovery (const item &weap) const
 Returns true if the player is able to use a miss recovery technique. More...
 
bool is_quiet () const
 Returns true if the player has quiet melee attacks. More...
 
bool is_stealthy () const
 Returns true if the player has stealthy movement. More...
 
bool block_hit (Creature *source, bodypart_id &bp_hit, damage_instance &dam) override
 Checks for valid block abilities and reduces damage accordingly. More...
 
itembest_shield ()
 Returns the best item for blocking with. More...
 
bool handle_melee_wear (item &shield, float wear_multiplier=1.0f)
 Calculates melee weapon wear-and-tear through use, returns true if item is destroyed. More...
 
matec_id pick_technique (Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
 Returns a random valid technique. More...
 
void perform_technique (const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
 
void melee_attack (Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
 Sets up a melee attack and handles melee attack function calls. More...
 
std::string melee_special_effects (Creature &t, damage_instance &d, item &weap)
 Handles combat effects, returns a string of any valid combat effect messages. More...
 
void perform_special_attacks (Creature &t, dealt_damage_instance &dealt_dam)
 Performs special attacks and their effects (poisonous, stinger, etc.) More...
 
void reach_attack (const tripoint &p)
 Handles reach melee attack on point p. More...
 
float stability_roll () const override
 Returns value of player's stable footing. More...
 
std::vector< special_attackmutation_attacks (Creature &t) const
 Returns a vector of valid mutation attacks. More...
 
float bonus_damage (bool random) const
 Returns the bonus bashing damage the player deals based on their stats. More...
 
float get_melee_hit_base () const
 Returns weapon skill. More...
 
float hit_roll () const override
 Returns the player's basic hit roll that is compared to the target's dodge roll. More...
 
double crit_chance (float roll_hit, float target_dodge, const item &weap) const
 Returns the chance to critical given a hit roll and target's dodge roll. More...
 
bool scored_crit (float target_dodge, const item &weap) const
 Returns true if the player scores a critical hit. More...
 
int attack_cost (const item &weap) const
 Returns cost (in moves) of attacking with given item (no modifiers, like stuck) More...
 
float get_hit_weapon (const item &weap) const
 Gets melee accuracy component from weapon+skills. More...
 
void roll_all_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds all 3 types of physical damage to instance. More...
 
void roll_bash_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total bash damage to the damage instance. More...
 
void roll_cut_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total cut damage to the damage instance. More...
 
void roll_stab_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total stab damage to the damage instance. More...
 
void on_hit (Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
 This creature just got hit by an attack - possibly special/ranged attack - from source. More...
 
void did_hit (Creature &target)
 
void apply_damage (Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
 Actually hurt the player, hurts a body_part directly, no armor reduction. More...
 
dealt_damage_instance deal_damage (Creature *source, bodypart_id bp, const damage_instance &d) override
 Calls Creature::deal_damage and handles damaged effects (waking up, etc.) More...
 
int reduce_healing_effect (const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
 Reduce healing effect intensity, return initial intensity of the effect. More...
 
void cough (bool harmful=false, int loudness=4)
 
void passive_absorb_hit (const bodypart_id &bp, damage_unit &du) const
 Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit. More...
 
void absorb_hit (const bodypart_id &bp, damage_instance &dam) override
 Runs through all bionics and armor on a part and reduces damage through their armor_absorb. More...
 
bool armor_absorb (damage_unit &du, item &armor)
 Reduces and mutates du, prints messages about armor taking damage. More...
 
float bionic_armor_bonus (const bodypart_id &bp, damage_type dt) const
 Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit. More...
 
int mabuff_armor_bonus (damage_type type) const
 Returns the armor bonus against given type from martial arts buffs. More...
 
std::map< bodypart_id, int > get_armor_fire (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns overall fire resistance. More...
 
bool has_trait (const trait_id &b) const override
 Returns true if the player has the entered trait. More...
 
bool has_base_trait (const trait_id &b) const
 Returns true if the player has the entered starting trait. More...
 
bool has_trait_flag (const std::string &b) const
 Returns true if player has a trait with a flag. More...
 
bool has_opposite_trait (const trait_id &flag) const
 Returns true if character has a trait which cancels the entered trait. More...
 
void toggle_trait (const trait_id &)
 Toggles a trait on the player and in their mutation list. More...
 
void set_mutation (const trait_id &)
 Add or removes a mutation on the player, but does not trigger mutation loss/gain effects. More...
 
void unset_mutation (const trait_id &)
 
void switch_mutations (const trait_id &switched, const trait_id &target, bool start_powered)
 Unset switched mutation and set target mutation instead. More...
 
void activate_mutation (const trait_id &mutation)
 
void deactivate_mutation (const trait_id &mut)
 
void mutation_spend_resources (const trait_id &mut)
 Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation). More...
 
bool can_mount (const monster &critter) const
 
void mount_creature (monster &z)
 
bool is_mounted () const
 
bool check_mount_will_move (const tripoint &dest_loc)
 
bool check_mount_is_spooked ()
 
void dismount ()
 
void forced_dismount ()
 
bool is_deaf () const
 
bool has_two_arms () const
 Returns true if the player has two functioning arms. More...
 
int get_working_arm_count () const
 Returns the number of functioning arms. More...
 
int get_working_leg_count () const
 Returns the number of functioning legs. More...
 
bool is_limb_disabled (const bodypart_id &limb) const
 Returns true if the limb is disabled(12.5% or less hp) More...
 
bool is_limb_hindered (hp_part limb) const
 Returns true if the limb is hindered(40% or less hp) More...
 
bool is_limb_broken (const bodypart_id &limb) const
 Returns true if the limb is broken. More...
 
bool can_run ()
 source of truth of whether a Character can run More...
 
void hurtall (int dam, Creature *source, bool disturb=true)
 Hurts all body parts for dam, no armor reduction. More...
 
int hitall (int dam, int vary, Creature *source)
 Harms all body parts for dam, with armor reduction. More...
 
void on_hurt (Creature *source, bool disturb=true)
 Handles effects that happen when the player is damaged and aware of the fact. More...
 
void heal (const bodypart_id &healed, int dam)
 Heals a body_part for dam. More...
 
void healall (int dam)
 Heals all body parts for dam. More...
 
hp_part body_window (const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
 Displays menu with body part hp, optionally with hp estimation after healing. More...
 
nc_color limb_color (const bodypart_id &bp, bool bleed, bool bite, bool infect) const
 
bool made_of (const material_id &m) const override
 
bool made_of_any (const std::set< material_id > &ms) const override
 
int posx () const override
 
int posy () const override
 
int posz () const override
 
void setx (int x)
 
void sety (int y)
 
void setz (int z)
 
void setpos (const tripoint &p) override
 
virtual tripoint global_square_location () const
 Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map. More...
 
tripoint global_sm_location () const
 Returns the location of the player in global submap coordinates. More...
 
tripoint_abs_omt global_omt_location () const
 Returns the location of the player in global overmap terrain coordinates. More...
 
void recalculate_enchantment_cache ()
 
void rebuild_mutation_cache ()
 
double bonus_from_enchantments (double base, enchant_vals::mod value, bool round=false) const
 Calculate bonus from enchantments for given base value. More...
 
bool has_mabuff (const mabuff_id &buff_id) const
 Returns true if the player has any martial arts buffs attached. More...
 
bool has_grab_break_tec () const override
 Returns true if the player has a grab breaking technique available. More...
 
float mabuff_tohit_bonus () const
 Returns the to hit bonus from martial arts buffs. More...
 
float mabuff_dodge_bonus () const
 Returns the dodge bonus from martial arts buffs. More...
 
int mabuff_block_bonus () const
 Returns the block bonus from martial arts buffs. More...
 
int mabuff_speed_bonus () const
 Returns the speed bonus from martial arts buffs. More...
 
int mabuff_arpen_bonus (damage_type type) const
 Returns the arpen bonus from martial arts buffs. More...
 
float mabuff_damage_mult (damage_type type) const
 Returns the damage multiplier to given type from martial arts buffs. More...
 
int mabuff_damage_bonus (damage_type type) const
 Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier. More...
 
int mabuff_attack_cost_penalty () const
 Returns the flat penalty to move cost of attacks. More...
 
float mabuff_attack_cost_mult () const
 Returns the multiplier on move cost of attacks. More...
 
void mutation_effect (const trait_id &mut)
 Handles things like removal of armor, etc. More...
 
void mutation_loss_effect (const trait_id &mut)
 Handles what happens when you lose a mutation. More...
 
bool has_active_mutation (const trait_id &b) const
 
void mutate ()
 Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way. More...
 
bool mutation_ok (const trait_id &mutation, bool force_good, bool force_bad) const
 Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing. More...
 
void mutate_category (const std::string &mut_cat)
 Picks a random valid mutation in a category and mutate_towards() it. More...
 
bool mutate_towards (std::vector< trait_id > muts, int num_tries=INT_MAX)
 Mutates toward one of the given mutations, upgrading or removing conflicts if necessary. More...
 
bool mutate_towards (const trait_id &mut)
 Mutates toward the entered mutation, upgrading or removing conflicts if necessary. More...
 
void remove_mutation (const trait_id &mut, bool silent=false)
 Removes a mutation, downgrading to the previous level if possible. More...
 
std::map< trait_id, float > mutation_chances () const
 Calculate percentage chances for mutations. More...
 
bool has_child_flag (const trait_id &flag) const
 Returns true if the player has the entered mutation child flag. More...
 
void remove_child_flag (const trait_id &flag)
 Removes the mutation's child flag from the player's list. More...
 
void set_highest_cat_level ()
 Recalculates mutation_category_level[] values for the player. More...
 
std::string get_highest_category () const
 Returns the highest mutation category. More...
 
void drench_mut_calc ()
 Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats) More...
 
void build_mut_dependency_map (const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
 Recursively traverses the mutation's prerequisites and replacements, building up a map. More...
 
bool is_category_allowed (const std::vector< std::string > &category) const
 Returns true if this category of mutation is allowed. More...
 
bool is_category_allowed (const std::string &category) const
 
bool is_weak_to_water () const
 
bool can_use_heal_item (const item &med) const
 Check for mutation disallowing the use of an healing item. More...
 
bool can_install_cbm_on_bp (const std::vector< bodypart_id > &bps) const
 
resistances mutation_armor (bodypart_id bp) const
 Returns resistances on a body part provided by mutations. More...
 
float mutation_armor (bodypart_id bp, damage_type dt) const
 
float mutation_armor (bodypart_id bp, const damage_unit &du) const
 
bool activate_bionic (bionic &bio, bool eff_only=false)
 Handles bionic activation effects of the entered bionic, returns if anything activated. More...
 
std::vector< bionic_idget_bionics () const
 
bionicget_bionic_state (const bionic_id &id)
 Get state of bionic with given id. More...
 
std::pair< int, int > amount_of_storage_bionics () const
 Returns amount of Storage CBMs in the corpse. More...
 
bool has_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id. More...
 
bool has_active_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id and it is powered on. More...
 
bool has_any_bionic () const
 Returns true if the player has any bionic. More...
 
bool can_fuel_bionic_with (const item &it) const
 Returns true if the character can fuel a bionic with the item. More...
 
std::vector< bionic_idget_bionic_fueled_with (const item &it) const
 Return bionic_id of bionics able to use it as fuel. More...
 
std::vector< bionic_idget_fueled_bionics () const
 Return bionic_id of fueled bionics. More...
 
bionic_id get_remote_fueled_bionic () const
 Returns bionic_id of first remote fueled bionic found. More...
 
bionic_id get_most_efficient_bionic (const std::vector< bionic_id > &bids) const
 Return bionic_id of bionic of most fuel efficient bionic. More...
 
std::vector< itype_idget_fuel_available (const bionic_id &bio) const
 Return list of available fuel for this bionic. More...
 
int get_fuel_capacity (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_total_fuel_capacity (const itype_id &fuel) const
 Return total space to store specified fuel. More...
 
void update_fuel_storage (const itype_id &fuel)
 Updates which bionic contain fuel and which is empty. More...
 
int get_mod_stat_from_bionic (const character_stat &Stat) const
 Get stat bonus from bionic. More...
 
void process_bionic (bionic &bio)
 Handles bionic effects over time of the entered bionic. More...
 
bool deactivate_bionic (bionic &bio, bool eff_only=false)
 Handles bionic deactivation effects of the entered bionic, returns if anything deactivated. More...
 
bool has_bionics () const
 Whether character has any bionics installed. More...
 
void clear_bionics ()
 Remove all bionics. More...
 
int get_used_bionics_slots (const bodypart_id &bp) const
 
int get_total_bionics_slots (const bodypart_id &bp) const
 
int get_free_bionics_slots (const bodypart_id &bp) const
 
bool has_enough_anesth (const itype *cbm, player &patient)
 Has enough anesthetic for surgery. More...
 
void introduce_into_anesthesia (const time_duration &duration, player &installer, bool needs_anesthesia)
 Handles process of introducing patient into anesthesia during Autodoc operations. More...
 
void remove_bionic (const bionic_id &b)
 Removes a bionic from my_bionics[]. More...
 
void add_bionic (const bionic_id &b)
 Adds a bionic to my_bionics[]. More...
 
float env_surgery_bonus (int radius)
 Calculate skill bonus from tiles in radius. More...
 
float bionics_adjusted_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate skill for (un)installing bionics. More...
 
int bionics_pl_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate non adjusted skill for (un)installing bionics. More...
 
bool can_install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Is the installation possible. More...
 
std::map< bodypart_id, int > bionic_installation_issues (const bionic_id &bioid) const
 
bool install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_install (bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
 Success or failure of installation happens here. More...
 
void do_damage_for_bionic_failure (int min_damage, int max_damage)
 
void bionics_install_failure (const std::string &installer, int difficulty, int success, float adjusted_skill)
 
bool can_uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Is The uninstallation possible. More...
 
bool uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_uninstall (bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
 Succes or failure of removal happens here. More...
 
void bionics_uninstall_failure (int difficulty, int success, float adjusted_skill)
 When a player fails the surgery. More...
 
bool uninstall_bionic (const bionic &target_cbm, monster &installer, player &patient, float adjusted_skill)
 Used by monster to perform surgery. More...
 
void bionics_uninstall_failure (monster &installer, player &patient, int difficulty, int success, float adjusted_skill)
 When a monster fails the surgery. More...
 
bool burn_fuel (bionic &bio, bool start=false)
 Convert fuel to bionic power. More...
 
void passive_power_gen (bionic &bio)
 Passively produce power from PERPETUAL fuel. More...
 
itype_id find_remote_fuel (bool look_only=false)
 Find fuel used by remote powered bionic. More...
 
int consume_remote_fuel (int amount)
 Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful). More...
 
void reset_remote_fuel ()
 
void heat_emission (bionic &bio, int fuel_energy)
 Handle heat from exothermic power generation. More...
 
float get_effective_efficiency (bionic &bio, float fuel_efficiency)
 Applies modifier to fuel_efficiency and returns the resulting efficiency. More...
 
units::energy get_power_level () const
 
units::energy get_max_power_level () const
 
void mod_power_level (const units::energy &npower)
 
void mod_max_power_level (const units::energy &npower_max)
 
void set_power_level (const units::energy &npower)
 
void set_max_power_level (const units::energy &npower_max)
 
bool is_max_power () const
 
bool has_power () const
 
bool has_max_power () const
 
bool enough_power_for (const bionic_id &bid) const
 
void conduct_blood_analysis () const
 
bool is_worn (const item &thing) const
 
virtual bool invoke_item (item *, const tripoint &pt)
 Asks how to use the item (if it has more than one use_method) and uses it. More...
 
virtual bool invoke_item (item *, const std::string &, const tripoint &pt)
 As above, but with a pre-selected method. More...
 
virtual bool invoke_item (item *)
 As above two, but with position equal to current position. More...
 
virtual bool invoke_item (item *, const std::string &)
 
virtual bool dispose_item (item_location &&obj, const std::string &prompt=std::string())
 Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves. More...
 
bool has_enough_charges (const item &it, bool show_msg) const
 Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges. More...
 
bool consume_charges (item &used, int qty)
 Consume charges of a tool or comestible item, potentially destroying it in the process. More...
 
int item_handling_cost (const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when handling (e.g. More...
 
int item_store_cost (const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when storing an item in a container. More...
 
int item_wear_cost (const item &it) const
 Calculate (but do not deduct) the number of moves required to wear an item. More...
 
cata::optional< std::list< item >::iterator > wear_item (const item &to_wear, bool interactive=true)
 Wear item; returns nullopt on fail, or pointer to newly worn item on success. More...
 
int amount_worn (const itype_id &id) const
 Returns the amount of item ‘type’ that is currently worn. More...
 
std::vector< item_locationnearby (const std::function< bool(const item *, const item *)> &func, int radius=1) const
 Returns nearby items which match the provided predicate. More...
 
std::list< itemremove_worn_items_with (std::function< bool(item &)> filter)
 Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked). More...
 
iteminvlet_to_item (int invlet)
 Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet. More...
 
itemi_at (int position)
 
const itemi_at (int position) const
 
int get_item_position (const item *it) const
 Returns the item position (suitable for i_at or similar) of a specific item. More...
 
const itemused_weapon () const
 Returns a reference to the item which will be used to make attacks. More...
 
itemused_weapon ()
 
int i_add_to_container (const item &it, bool unloading)
 Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full. More...
 
itemi_add (item it, bool should_stack=true)
 
item i_rem (int pos)
 Remove a specific item from player possession. More...
 
item i_rem (const item *it)
 Remove a specific item from player possession. More...
 
void i_rem_keep_contents (int idx)
 
bool i_add_or_drop (item &it, int qty=1)
 Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded. More...
 
std::bitset< std::numeric_limits< char >::max()> allocated_invlets () const
 Only use for UI things. More...
 
bool has_active_item (const itype_id &id) const
 Whether the player carries an active item of the given item type. More...
 
item remove_weapon ()
 
bool has_mission_item (int mission_id) const
 
void remove_mission_items (int mission_id)
 
std::vector< const item * > get_ammo (const ammotype &at) const
 Returns the items that are ammo and have the matching ammo type. More...
 
std::vector< item_locationfind_ammo (const item &obj, bool empty=true, int radius=1) const
 Searches for ammo or magazines that can be used to reload obj. More...
 
std::vector< item_locationfind_reloadables ()
 Searches for weapons and magazines that can be reloaded. More...
 
int ammo_count_for (const item &gun)
 Counts ammo and UPS charges (lower of) for a given gun on the character. More...
 
int throw_range (const item &) const
 Maximum thrown range with a given item, taking all active effects into account. More...
 
bool unarmed_attack () const
 True if unarmed or wielding a weapon with the UNARMED_WEAPON flag. More...
 
int best_nearby_lifting_assist () const
 Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range. More...
 
int best_nearby_lifting_assist (const tripoint &world_pos) const
 Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g. More...
 
std::vector< item * > inv_dump ()
 
units::mass weight_carried () const
 
units::volume volume_carried () const
 
units::mass weight_carried_reduced_by (const excluded_stacks &without) const
 
units::volume volume_carried_reduced_by (const excluded_stacks &without) const
 
units::mass weight_capacity () const override
 
units::volume volume_capacity () const
 
units::volume volume_capacity_reduced_by (const units::volume &mod, const excluded_stacks &without={}) const
 
bool can_pick_volume (const item &it) const
 
bool can_pick_volume (units::volume volume) const
 
bool can_pick_weight (const item &it, bool safe=true) const
 
bool can_pick_weight (units::mass weight, bool safe=true) const
 
bool can_use (const item &it, const item &context=item()) const
 Checks if character stats and skills meet minimum requirements for the item. More...
 
ret_val< bool > can_wear (const item &it, bool with_equip_change=false) const
 Check character capable of wearing an item. More...
 
bool is_armed () const
 Returns true if the character is wielding something. More...
 
virtual bool wield (item &target)=0
 Removes currently wielded item (if any) and replaces it with the target item. More...
 
ret_val< bool > can_unwield (const item &it) const
 Check player capable of unwielding an item. More...
 
ret_val< bool > can_swap (const item &it) const
 Check player capable of swapping the side of a worn item. More...
 
void drop_invalid_inventory ()
 
std::list< item * > get_dependent_worn_items (const item &it) const
 Returns all items that must be taken off before taking off this item. More...
 
void drop (item_location loc, const tripoint &where)
 Drops an item to the specified location. More...
 
virtual void drop (const drop_locations &what, const tripoint &target, bool stash=false)
 
virtual bool has_artifact_with (art_effect_passive effect) const
 
bool is_wielding (const item &target) const
 
bool covered_with_flag (const std::string &flag, const body_part_set &parts) const
 
bool is_waterproof (const body_part_set &parts) const
 
int leak_level (const std::string &flag) const
 
bool is_wearing (const item &itm) const
 Returns true if the player is wearing the item. More...
 
bool is_wearing (const itype_id &it) const
 Returns true if the player is wearing an item of this type. More...
 
bool is_wearing_on_bp (const itype_id &it, const bodypart_id &bp) const
 Returns true if the player is wearing the item on the given body part. More...
 
bool worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns true if the player is wearing an item with the given flag. More...
 
const itemitem_worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns the first worn item with a given flag. More...
 
std::vector< std::string > get_overlay_ids () const
 Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest". More...
 
int get_skill_level (const skill_id &ident) const
 
int get_skill_level (const skill_id &ident, const item &context) const
 
const SkillLevelMapget_all_skills () const
 
SkillLevelget_skill_level_object (const skill_id &ident)
 
const SkillLevelget_skill_level_object (const skill_id &ident) const
 
void set_skill_level (const skill_id &ident, int level)
 
void mod_skill_level (const skill_id &ident, int delta)
 
bool meets_skill_requirements (const std::map< skill_id, int > &req, const item &context=item()) const
 Checks whether the character's skills meet the required. More...
 
bool meets_skill_requirements (const construction &con) const
 Checks whether the character's skills meet the required. More...
 
bool meets_stat_requirements (const item &it) const
 Checks whether the character's stats meets the stats required by the item. More...
 
bool meets_requirements (const item &it, const item &context=item()) const
 Checks whether the character meets overall requirements to be able to use the item. More...
 
std::string enumerate_unmet_requirements (const item &it, const item &context=item()) const
 Returns a string of missed requirements (both stats and skills) More...
 
int rust_rate () const
 Returns the player's skill rust rate. More...
 
int read_speed (bool return_stat_effect=true) const
 Returns the player's reading speed. More...
 
time_point get_time_died () const
 return the calendar::turn the character expired More...
 
void set_time_died (const time_point &time)
 set the turn the turn the character died if not already done More...
 
void normalize () override
 Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own! More...
 
void die (Creature *nkiller) override
 Empty function. More...
 
std::string get_name () const override
 
std::vector< std::string > get_grammatical_genders () const override
 
template<typename ... Args>
bool query_yn (const char *const msg, Args &&... args) const
 It is supposed to hide the query_yn to simplify player vs. More...
 
virtual bool query_yn (const std::string &msg) const =0
 
bool is_immune_field (const field_type_id &fid) const override
 Returns true if we are immune to the field type with the given fid. More...
 
bool is_elec_immune () const override
 Returns true is the player is protected from electric shocks. More...
 
bool is_immune_effect (const efftype_id &) const override
 Returns true if the player is immune to this kind of effect. More...
 
bool is_immune_damage (damage_type) const override
 Returns true if the player is immune to this kind of damage. More...
 
bool is_rad_immune () const
 Returns true if the player is protected from radiation. More...
 
bool is_throw_immune () const
 Returns true if the player is immune to throws. More...
 
bool has_nv ()
 Returns true if the player has some form of night vision. More...
 
float rest_quality () const
 Returns >0 if character is sitting/lying and relatively inactive. More...
 
float healing_rate (float at_rest_quality) const
 Average hit points healed per turn. More...
 
float healing_rate_medicine (float at_rest_quality, const bodypart_id &bp) const
 Average hit points healed per turn from healing effects. More...
 
float mutation_value (const std::string &val) const
 Goes over all mutations, gets min and max of a value with given name. More...
 
social_modifiers get_mutation_social_mods () const
 Goes over all mutations, returning the sum of the social modifiers. More...
 
nc_color basic_symbol_color () const override
 
nc_color symbol_color () const override
 
std::string extended_description () const override
 
void pick_name (bool bUseDefault=false)
 Returns a random name from NAMES_*. More...
 
std::vector< trait_idget_base_traits () const
 Get the idents of all base traits. More...
 
std::vector< trait_idget_mutations (bool include_hidden=true) const
 Get the idents of all traits/mutations. More...
 
const std::bitset< NUM_VISION_MODES > & get_vision_modes () const
 
void clear_skills ()
 Clear the skills map, setting all levels to 0. More...
 
void clear_mutations ()
 Empties the trait and mutations lists. More...
 
bool crossed_threshold () const
 Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold. More...
 
void add_addiction (add_type type, int strength)
 Adds an addiction to the player. More...
 
void rem_addiction (add_type type)
 Removes an addition from the player. More...
 
bool has_addiction (add_type type) const
 Returns true if the player has an addiction of the specified type. More...
 
int addiction_level (add_type type) const
 Returns the intensity of the specified addiction. More...
 
void start_hauling ()
 
void stop_hauling ()
 
bool is_hauling () const
 
bool has_item_with_flag (const std::string &flag, bool need_charges=false) const
 
std::vector< const item * > all_items_with_flag (const std::string &flag) const
 All items that have the given flag (item::has_flag). More...
 
bool has_charges (const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
 
std::list< itemuse_amount (itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool use_charges_if_avail (const itype_id &it, int quantity)
 
std::list< itemuse_charges (const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool has_fire (int quantity) const
 
void use_fire (int quantity)
 
void assign_stashed_activity ()
 
bool check_outbounds_activity (const player_activity &act, bool check_only=false)
 
void assign_activity (const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
 Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming. More...
 
void assign_activity (const player_activity &act, bool allow_resume=true)
 Assigns activity to player, possibly resuming old activity if it's similar enough. More...
 
bool has_activity (const activity_id &type) const
 Check if player currently has a given activity. More...
 
bool has_activity (const std::vector< activity_id > &types) const
 Check if player currently has any of the given activities. More...
 
void resume_backlog_activity ()
 
void cancel_activity ()
 
void cancel_stashed_activity ()
 
player_activity get_stashed_activity () const
 
void set_stashed_activity (const player_activity &act, const player_activity &act_back=player_activity())
 
bool has_stashed_activity () const
 
void initialize_stomach_contents ()
 
float metabolic_rate_base () const
 Stable base metabolic rate due to traits. More...
 
float metabolic_rate () const
 Current metabolic rate due to traits, hunger, speed, etc. More...
 
std::string get_weight_string () const
 
int get_max_healthy () const
 
float bmi () const
 
int bmr () const
 
void reset_chargen_attributes ()
 
int base_age () const
 
void set_base_age (int age)
 
void mod_base_age (int mod)
 
int age () const
 
std::string age_string () const
 
int base_height () const
 
void set_base_height (int height)
 
void mod_base_height (int mod)
 
std::string height_string () const
 
int height () const
 
units::mass bodyweight () const
 
units::mass bionics_weight () const
 
int get_armor_bash (bodypart_id bp) const override
 Returns overall bashing resistance for the body_part. More...
 
int get_armor_cut (bodypart_id bp) const override
 Returns overall cutting resistance for the body_part. More...
 
int get_armor_bullet (bodypart_id bp) const override
 Returns overall bullet resistance for the body_part. More...
 
int get_armor_bash_base (bodypart_id bp) const override
 Returns bashing resistance from the creature and armor only. More...
 
int get_armor_cut_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_armor_bullet_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_env_resist (bodypart_id bp) const override
 Returns overall env_resist on a body_part. More...
 
int get_armor_acid (bodypart_id bp) const
 Returns overall acid resistance for the body part. More...
 
int get_armor_type (damage_type dt, bodypart_id bp) const override
 Returns overall resistance to given type on the bod part. More...
 
std::map< bodypart_id, int > get_all_armor_type (damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 
int get_stim () const
 
void set_stim (int new_stim)
 
void mod_stim (int mod)
 
int get_rad () const
 
void set_rad (int new_rad)
 
void mod_rad (int mod)
 
int get_stamina () const
 
int get_stamina_max () const
 
void set_stamina (int new_stamina)
 
void mod_stamina (int mod)
 
void burn_move_stamina (int moves)
 
float stamina_move_cost_modifier () const
 
void update_stamina (int turns)
 Regenerates stamina. More...
 
void on_item_wear (const item &it)
 Called when an item is worn. More...
 
void on_item_takeoff (const item &it)
 Called when an item is taken off. More...
 
void on_worn_item_washed (const item &it)
 Called when an item is washed. More...
 
void on_effect_int_change (const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
 Called when effect intensity has been changed. More...
 
void on_mutation_gain (const trait_id &mid)
 Called when a mutation is gained. More...
 
void on_mutation_loss (const trait_id &mid)
 Called when a mutation is lost. More...
 
void on_stat_change (const std::string &stat, int value) override
 Called when a stat is changed. More...
 
tripoint adjacent_tile () const
 Returns an unoccupied, safe adjacent point. More...
 
void wake_up ()
 Removes "sleep" and "lying_down". More...
 
int get_shout_volume () const
 
void shout (std::string msg="", bool order=false)
 
void vomit ()
 Handles Character vomiting effects. More...
 
void healed_bp (int bp, int amount)
 
int adjust_for_focus (int amount) const
 
void update_type_of_scent (bool init=false)
 
void update_type_of_scent (const trait_id &mut, bool gain=true)
 
void set_type_of_scent (const scenttype_id &id)
 
scenttype_id get_type_of_scent () const
 
void restore_scent ()
 restore scent after masked_scent effect run out or is removed by water More...
 
void mod_painkiller (int npkill)
 Modifies intensity of painkillers
More...
 
void set_painkiller (int npkill)
 Sets intensity of painkillers
More...
 
int get_painkiller () const
 Returns intensity of painkillers
More...
 
void react_to_felt_pain (int intensity)
 
void mod_pain (int npain) override
 Modifies a pain value by player traits before passing it to Creature::mod_pain() More...
 
void set_pain (int npain) override
 Sets new intensity of pain an reacts to it. More...
 
int get_perceived_pain () const override
 Returns perceived pain (reduced with painkillers) More...
 
void spores ()
 
void blossoms ()
 
void rooted_message () const
 Handles rooting effects. More...
 
void rooted ()
 
void fall_asleep ()
 Adds "sleep" to the player. More...
 
void fall_asleep (const time_duration &duration)
 
std::string is_snuggling () const
 Checks to see if the player is using floor items to keep warm, and return the name of one such item if so. More...
 
float power_rating () const override
 Returns an approximation of the creature's strength. More...
 
float speed_rating () const override
 Returns an approximate number of tiles this creature can travel per turn. More...
 
itemitem_with_best_of_quality (const quality_id &qid)
 Returns the item in the player's inventory with the highest of the specified quality. More...
 
bool sees_with_infrared (const Creature &critter) const
 Check whether the this player can see the other creature with infrared. More...
 
void place_corpse ()
 
void place_corpse (const tripoint_abs_omt &om_target)
 
int run_cost (int base_cost, bool diag=false) const
 Returns the player's modified base movement cost. More...
 
const pathfinding_settingsget_pathfinding_settings () const override
 Returns settings for pathfinding. More...
 
std::set< tripointget_path_avoid () const override
 Returns a set of points we do not want to path through. More...
 
std::vector< Creature * > get_hostile_creatures (int range) const
 Get all hostile creatures currently visible to this player. More...
 
std::vector< Creature * > get_visible_creatures (int range) const
 Returns all creatures that this player can see and that are in the given range. More...
 
std::string visible_mutations (int visibility_cap) const
 Returns an enumeration of visible mutations with colors. More...
 
player_activity get_destination_activity () const
 
void set_destination_activity (const player_activity &new_destination_activity)
 
void clear_destination_activity ()
 
std::map< bodypart_id, int > warmth (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns warmth provided by armor, etc. More...
 
bool can_use_floor_warmth () const
 Can the player lie down and cover self with blankets etc. More...
 
int floor_warmth (const tripoint &pos) const
 Final warmth from the floor. More...
 
int bodytemp_modifier_traits (bool overheated) const
 Correction factor of the body temperature due to traits and mutations. More...
 
int bodytemp_modifier_traits_floor () const
 Correction factor of the body temperature due to traits and mutations for player lying on the floor. More...
 
int temp_corrected_by_climate_control (int temperature) const
 Value of the body temperature corrected by climate control. More...
 
bool in_sleep_state () const override
 
void update_vitamins (const vitamin_id &vit)
 Set vitamin deficiency/excess disease states dependent upon current vitamin levels. More...
 
int vitamin_get (const vitamin_id &vit) const
 Check current level of a vitamin. More...
 
bool vitamin_set (const vitamin_id &vit, int qty)
 Sets level of a vitamin or returns false if id given in vit does not exist. More...
 
int vitamin_mod (const vitamin_id &vit, int qty, bool capped=true)
 Add or subtract vitamins from character storage pools. More...
 
void vitamins_mod (const std::map< vitamin_id, int > &, bool capped=true)
 
time_duration vitamin_rate (const vitamin_id &vit) const
 Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects. More...
 
int nutrition_for (const item &comest) const
 Handles the nutrition value for a comestible. More...
 
ret_val< edible_ratingcan_eat (const item &food) const
 Can the food be [theoretically] eaten no matter the consequen ces? More...
 
ret_val< edible_ratingwill_eat (const item &food, bool interactive=false) const
 Same as can_eat, but takes consequences into account. More...
 
bool can_feed_reactor_with (const item &it) const
 Determine character's capability of recharging their CBMs. More...
 
bool can_feed_furnace_with (const item &it) const
 
rechargeable_cbm get_cbm_rechargeable_with (const item &it) const
 
int get_acquirable_energy (const item &it, rechargeable_cbm cbm) const
 
int get_acquirable_energy (const item &it) const
 
bool feed_reactor_with (item &it)
 Recharge CBMs whenever possible. More...
 
bool feed_furnace_with (item &it)
 
bool fuel_bionic_with (item &it)
 
void modify_stimulation (const islot_comestible &comest)
 Used to apply stimulation modifications from food and medication. More...
 
void modify_fatigue (const islot_comestible &comest)
 Used to apply fatigue modifications from food and medication. More...
 
void modify_radiation (const islot_comestible &comest)
 Used to apply radiation from food and medication. More...
 
void modify_addiction (const islot_comestible &comest)
 Used to apply addiction modifications from food and medication. More...
 
void modify_health (const islot_comestible &comest)
 Used to apply health modifications from food and medication. More...
 
bool consume_effects (item &food)
 Handles the effects of consuming an item. More...
 
bool can_consume (const item &it) const
 Check character's capability of consumption overall. More...
 
bool can_estimate_rot () const
 True if the character has enough skill (in cooking or survival) to estimate time to rot. More...
 
bool can_consume_as_is (const item &it) const
 Check whether character can consume this very item. More...
 
bool can_consume_for_bionic (const item &it) const
 
itemget_consumable_from (item &it) const
 Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Get calorie & vitamin contents for a comestible, taking into account character traits. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const itype_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Same, but across arbitrary recipes. More...
 
morale_type allergy_type (const item &food) const
 Returns allergy type or MORALE_NULL if not allergic for this character. More...
 
nutrients compute_effective_nutrients (const item &) const
 
bool wearing_something_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body part. More...
 
bool is_wearing_helmet () const
 Returns true if the character is wearing something occupying the helmet slot. More...
 
int head_cloth_encumbrance () const
 Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head. More...
 
double armwear_factor () const
 Same as footwear factor, but for arms. More...
 
int shoe_type_count (const itype_id &it) const
 Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither. More...
 
double footwear_factor () const
 Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither. More...
 
bool is_wearing_shoes (const side &which_side=side::BOTH) const
 Returns true if the player is wearing something on their feet that is not SKINTIGHT. More...
 
bool change_side (item &it, bool interactive=true)
 Swap side on which item is worn; returns false on fail. More...
 
bool change_side (item_location &loc, bool interactive=true)
 
bool get_check_encumbrance ()
 
void set_check_encumbrance (bool new_check)
 
void update_morale ()
 Ticks down morale counters and removes them. More...
 
void apply_persistent_morale ()
 Ensures persistent morale effects are up-to-date. More...
 
void modify_morale (item &food, int nutr=0)
 Used to apply morale modifications from food and medication. More...
 
int get_morale_level () const
 
void add_morale (const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
 
bool has_morale (const morale_type &type) const
 
int get_morale (const morale_type &type) const
 
void rem_morale (const morale_type &type)
 
void clear_morale ()
 
bool has_morale_to_read () const
 
bool has_morale_to_craft () const
 
const inventorycrafting_inventory (bool clear_path)
 
const inventorycrafting_inventory (const tripoint &src_pos=tripoint_zero, int radius=PICKUP_RANGE, bool clear_path=true)
 
void invalidate_crafting_inventory ()
 
const recipe_subsetget_learned_recipes () const
 Returns all known recipes. More...
 
bool knows_recipe (const recipe *rec) const
 
void learn_recipe (const recipe *rec)
 
bool can_learn_by_disassembly (const recipe &rec) const
 
bool check_and_recover_morale ()
 Checks permanent morale for consistency and recovers it when an inconsistency is found. More...
 
std::pair< int, int > fun_for (const item &comest) const
 Handles the enjoyability value for a comestible. More...
 
void suffer ()
 Handles a large number of timers decrementing and other randomized effects. More...
 
bool irradiate (float rads, bool bypass=false)
 Handles mitigation and application of radiation. More...
 
void mend (int rate_multiplier)
 Handles the chance for broken limbs to spontaneously heal to 1 HP. More...
 
void sound_hallu ()
 Creates an auditory hallucination. More...
 
void drench (int saturation, const body_part_set &flags, bool ignore_waterproof)
 Drenches the player with water, saturation is the percent gotten wet. More...
 
void apply_wetness_morale (int temperature)
 Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature. More...
 
std::vector< std::string > short_description_parts () const
 
std::string short_description () const
 
int print_info (const catacurses::window &w, int vStart, int vLines, int column) const override
 Write information about this creature. More...
 
bool can_hear (const tripoint &source, int volume) const
 
float hearing_ability () const
 
bool knows_trap (const tripoint &pos) const
 
void add_known_trap (const tripoint &pos, const trap &t)
 
bool avoid_trap (const tripoint &pos, const trap &tr) const override
 Called when character triggers a trap, returns true if they don't set it off. More...
 
nc_color bodytemp_color (int bp) const
 Define color for displaying the body temperature. More...
 
bool sees (const tripoint &t, bool is_player=false, int range_mod=0) const override
 
bool sees (const Creature &critter) const override
 The functions check whether this creature can see the target. More...
 
Attitude attitude_to (const Creature &other) const override
 Attitude (of this creature) towards another creature. More...
 
int get_lowest_hp () const
 
bool has_weapon () const override
 
void shift_destination (const point &shift)
 
void set_destination (const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
 
void clear_destination ()
 
bool has_distant_destination () const
 
bool is_auto_moving () const
 
bool has_destination () const
 
bool has_destination_activity () const
 
void start_destination_activity ()
 
std::vector< tripoint > & get_auto_move_route ()
 
action_id get_next_auto_move_direction ()
 
bool defer_move (const tripoint &next)
 
std::map< bodypart_id, float > bodypart_exposure ()
 Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked). More...
 
void set_underwater (bool x) override
 
void clear_npc_ai_info_cache (const std::string &key) const
 
void set_npc_ai_info_cache (const std::string &key, double val) const
 
cata::optional< double > get_npc_ai_info_cache (const std::string &key) const
 
bool pour_into (item &container, item &liquid)
 Try to pour the given liquid into the given container/vehicle. More...
 
bool pour_into (vehicle &veh, item &liquid)
 
- Public Member Functions inherited from Creature
virtual ~Creature ()
 
virtual bool is_player () const
 
virtual bool is_avatar () const
 
virtual bool is_npc () const
 
virtual bool is_monster () const
 
virtual monsteras_monster ()
 
virtual const monsteras_monster () const
 
virtual npcas_npc ()
 
virtual const npcas_npc () const
 
virtual playeras_player ()
 
virtual const playeras_player () const
 
virtual avataras_avatar ()
 
virtual const avataras_avatar () const
 
virtual bool is_fake () const
 Returns true for non-real Creatures used temporarily; i.e. More...
 
virtual void set_fake (bool fake_value)
 Sets a Creature's fake boolean. More...
 
virtual void bleed () const
 Adds an appropriate blood splatter. More...
 
Creatureauto_find_hostile_target (int range, int &boo_hoo, int area=0)
 For fake-players (turrets, mounted turrets) this functions chooses a target. More...
 
double ranged_target_size () const
 Size of the target this creature presents to ranged weapons. More...
 
void knock_back_from (const tripoint &p)
 
virtual void knock_back_to (const tripoint &to)=0
 
int size_melee_penalty () const
 
virtual int deal_melee_attack (Creature *source, int hitroll)
 
virtual void deal_melee_hit (Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
 
virtual void deal_projectile_attack (Creature *source, dealt_projectile_attack &attack)
 Attempts to harm a creature with a projectile. More...
 
virtual void deal_damage_handle_type (const damage_unit &du, bodypart_id bp, int &damage, int &pain)
 
virtual void on_dodge (Creature *source, float difficulty)=0
 This creature just dodged an attack - possibly special/ranged attack - from source. More...
 
virtual bool digging () const
 
virtual bool is_underwater () const
 
virtual bool is_hallucination () const =0
 
bool is_dangerous_fields (const field &fld) const
 Returns true if there is a field in the field set that is dangerous to us. More...
 
bool is_dangerous_field (const field_entry &entry) const
 Returns true if the given field entry is dangerous to us. More...
 
virtual float fall_damage_mod () const =0
 Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels) More...
 
virtual int impact (int force, const tripoint &pos)=0
 Deals falling/collision damage with terrain/creature at pos. More...
 
void check_dead_state ()
 This function checks the creatures is_dead_state and (if true) calls die. More...
 
void add_effect (const effect &eff, bool force=false, bool deferred=false)
 
virtual void add_effect (const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false)
 Adds or modifies an effect. More...
 
void add_effect (const efftype_id &eff_id, const time_duration &dur, body_part bp=num_bp, int intensity=0, bool force=false, bool deferred=false)
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp=num_bp, int intensity=1, bool force=false)
 Gives chance to save via environmental resist, returns false if resistance was successful. More...
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp, bool REMOVED, int intensity=1, bool force=false)=delete
 
bool remove_effect (const efftype_id &eff_id, body_part bp=num_bp)
 Removes a listed effect. More...
 
virtual bool remove_effect (const efftype_id &eff_id, const bodypart_str_id &bp)
 
void clear_effects ()
 Remove all effects. More...
 
bool has_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Check if creature has the matching effect. More...
 
bool has_effect (const efftype_id &eff_id, const bodypart_str_id &bp) const
 
bool has_effect_with_flag (const std::string &flag, body_part bp=num_bp) const
 Check if creature has any effect with the given flag. More...
 
const effectget_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Return the effect that matches the given arguments exactly. More...
 
effectget_effect (const efftype_id &eff_id, body_part bp=num_bp)
 
std::vector< const effect * > get_all_effects_of_type (const efftype_id &eff_id) const
 Returns pointers to all effects matching given type. More...
 
time_duration get_effect_dur (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the duration of the matching effect. More...
 
int get_effect_int (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the intensity of the matching effect. More...
 
bool resists_effect (const effect &e) const
 Returns true if the creature resists an effect. More...
 
void set_value (const std::string &key, const std::string &value)
 
void remove_value (const std::string &key)
 
std::string get_value (const std::string &key) const
 
void process_effects ()
 Processes through all the effects on the Creature. More...
 
virtual void mod_pain_noresist (int npain)
 
virtual int get_pain () const
 
int get_moves () const
 
void mod_moves (int nmoves)
 
void set_moves (int nmoves)
 
virtual Creatureget_killer () const
 
virtual int get_num_blocks () const
 
virtual int get_num_dodges () const
 
virtual int get_num_blocks_bonus () const
 
virtual int get_num_dodges_bonus () const
 
virtual int get_num_dodges_base () const
 
virtual int get_armor_bash_bonus () const
 
virtual int get_armor_cut_bonus () const
 
virtual int get_armor_bullet_bonus () const
 
virtual float get_melee () const =0
 
virtual float get_hit () const
 
virtual int get_hp (const bodypart_id &bp) const
 
virtual int get_hp () const
 
virtual int get_hp_max (const bodypart_id &bp) const
 
virtual int get_hp_max () const
 
virtual int hp_percentage () const =0
 
virtual bool has_flag (const m_flag) const
 
virtual bool uncanny_dodge ()
 
anatomy_id get_anatomy () const
 
void set_anatomy (anatomy_id anat)
 
bodypart_id get_random_body_part (bool main=false) const
 
std::vector< bodypart_idget_all_body_parts (bool only_main=false) const
 Returns body parts this creature have. More...
 
const std::map< bodypart_str_id, bodypart > & get_body () const
 
void set_body ()
 
bodypartget_part (const bodypart_id &id)
 
bodypart get_part (const bodypart_id &id) const
 
int get_part_hp_cur (const bodypart_id &id) const
 
int get_part_hp_max (const bodypart_id &id) const
 
int get_part_healed_total (const bodypart_id &id) const
 
void set_part_hp_cur (const bodypart_id &id, int set)
 
void set_part_hp_max (const bodypart_id &id, int set)
 
void set_part_healed_total (const bodypart_id &id, int set)
 
void mod_part_hp_cur (const bodypart_id &id, int mod)
 
void mod_part_hp_max (const bodypart_id &id, int mod)
 
void mod_part_healed_total (const bodypart_id &id, int mod)
 
void set_all_parts_hp_cur (int set)
 
void set_all_parts_hp_to_max ()
 
virtual int get_speed_base () const
 
virtual int get_speed_bonus () const
 
virtual int get_block_bonus () const
 
virtual float get_dodge_bonus () const
 
virtual float get_hit_bonus () const
 
virtual void set_num_blocks_bonus (int nblocks)
 
virtual void mod_num_dodges_bonus (int ndodges)
 
virtual void set_armor_bash_bonus (int nbasharm)
 
virtual void set_armor_cut_bonus (int ncutarm)
 
virtual void set_armor_bullet_bonus (int nbulletarm)
 
virtual void set_speed_base (int nspeed)
 
virtual void set_speed_bonus (int nspeed)
 
virtual void set_block_bonus (int nblock)
 
virtual void mod_speed_bonus (int nspeed)
 
virtual void mod_block_bonus (int nblock)
 
virtual void set_dodge_bonus (float ndodge)
 
virtual void set_hit_bonus (float nhit)
 
virtual void mod_dodge_bonus (float ndodge)
 
virtual void mod_hit_bonus (float nhit)
 
void draw (const catacurses::window &w, const point &origin, bool inverted) const
 
void draw (const catacurses::window &w, const tripoint &origin, bool inverted) const
 
void describe_infrared (std::vector< std::string > &buf) const
 Describe this creature as seen by the avatar via infrared vision. More...
 
void describe_specials (std::vector< std::string > &buf) const
 Describe this creature as detected by the avatar's special senses. More...
 
virtual void add_msg_if_player (const std::string &) const
 
virtual void add_msg_if_player (const game_message_params &, const std::string &) const
 
void add_msg_if_player (const translation &) const
 
void add_msg_if_player (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_player (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_if_npc (const std::string &) const
 
virtual void add_msg_if_npc (const game_message_params &, const std::string &) const
 
void add_msg_if_npc (const translation &) const
 
void add_msg_if_npc (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_npc (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_player_or_npc (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_npc (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_npc (const translation &, const translation &) const
 
void add_msg_player_or_npc (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_npc (const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
virtual void add_msg_player_or_say (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_say (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_say (const translation &, const translation &) const
 
void add_msg_player_or_say (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_say (const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
virtual bool is_symbol_highlighted () const
 
effects_map get_all_effects () const
 
body_part select_body_part (Creature *source, int hit_roll) const
 
std::string replace_with_npc_name (std::string input) const
 This function replaces the "<npcname>" substring with the disp_name of this creature. More...
 
- Public Member Functions inherited from visitable< Character >
VisitResponse visit_items (const std::function< VisitResponse(item *, item *)> &func)
 Traverses this object and any child items contained using a visitor pattern. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *, const item *)> &func) const
 
VisitResponse visit_items (const std::function< VisitResponse(item *)> &func)
 Lightweight version which provides only the current node. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *)> &func) const
 
itemfind_parent (const item &it)
 Determine the immediate parent container (if any) for an item. More...
 
const itemfind_parent (const item &it) const
 
std::vector< item * > parents (const item &it)
 Returns vector of parent containers (if any) starting with the innermost. More...
 
std::vector< const item * > parents (const item &it) const
 
bool has_item (const item &it) const
 Returns true if this visitable instance contains the item. More...
 
bool has_item_with (const std::function< bool(const item &)> &filter) const
 Returns true if any item (including those within a container) matches the filter. More...
 
bool has_quality (const quality_id &qual, int level=1, int qty=1) const
 Returns true if instance has amount (or more) items of at least quality level. More...
 
int max_quality (const quality_id &qual) const
 Return maximum tool quality level provided by instance or INT_MIN if not found. More...
 
int charges_of (const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
 Count maximum available charges from this instance and any contained items. More...
 
int amount_of (const itype_id &what, bool pseudo=true, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >) const
 Count items matching id including both this instance and any contained items. More...
 
bool has_amount (const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
 Check instance provides at least qty of an item (. More...
 
std::vector< item * > items_with (const std::function< bool(const item &)> &filter)
 Returns all items (including those within a container) matching the filter. More...
 
std::vector< const item * > items_with (const std::function< bool(const item &)> &filter) const
 
std::list< itemremove_items_with (const std::function< bool(const item &)> &filter, int count=INT_MAX)
 Removes items contained by this instance which match the filter. More...
 
item remove_item (item &it)
 Removes and returns the item which must be contained by this instance. More...
 

Static Public Member Functions

static hp_part bp_to_hp (body_part bp)
 Converts a body_part to an hp_part. More...
 
static body_part hp_to_bp (hp_part hpart)
 Converts an hp_part to a body_part. More...
 
static int worn_position_to_index (int position)
 
static int floor_bedding_warmth (const tripoint &pos)
 Warmth from terrain, furniture, vehicle furniture and traps. More...
 
static int floor_item_warmth (const tripoint &pos)
 Warmth from clothing on the floor. More...
 
- Static Public Member Functions inherited from Creature
static std::string attitude_raw_string (Attitude att)
 Simplified attitude string for unlocalized needs. More...
 
static const std::pair< translation, nc_color > & get_attitude_ui_data (Attitude att)
 Creature Attitude as String and color. More...
 
static void load_hit_range (const JsonObject &)
 
static void reset_hit_range ()
 

Public Attributes

bool death_drops = true
 
bool controlling_vehicle = false
 
int str_max = 0
 
int dex_max = 0
 
int int_max = 0
 
int per_max = 0
 
int str_cur = 0
 
int dex_cur = 0
 
int int_cur = 0
 
int per_cur = 0
 
int blocks_left = 0
 
int dodges_left = 0
 
double recoil = MAX_RECOIL
 
profession_id prof
 
std::string custom_profession
 
bool reach_attacking = false
 
pimpl< known_magicmagic
 
std::string name
 
bool male = true
 
std::list< itemworn
 
std::array< int, num_hp_partsdamage_bandaged
 
std::array< int, num_hp_partsdamage_disinfected
 
bool nv_cached = false
 
bool in_vehicle = false
 
bool hauling = false
 
player_activity stashed_outbounds_activity
 
player_activity stashed_outbounds_backlog
 
player_activity activity
 
std::list< player_activitybacklog
 
cata::optional< tripointdestination_point
 
inventory inv
 
itype_id last_item
 
item weapon
 
int scent = 0
 
pimpl< bionic_collectionmy_bionics
 
pimpl< character_martial_artsmartial_arts_data
 
stomach_contents stomach
 
pimpl< consumption_history_tconsumption_history
 
int oxygen = 0
 
int tank_plut = 0
 
int reactor_plut = 0
 
int slow_rad = 0
 
int focus_pool = 0
 
int cash = 0
 
std::set< character_idfollower_ids
 
weak_ptr_fast< Creaturelast_target
 
cata::optional< tripointlast_target_pos
 
item_location ammo_location
 
std::set< tripoint_abs_omtcamps
 
time_point cached_time
 
std::vector< addictionaddictions
 
shared_ptr_fast< monstermounted_creature
 
int mounted_creature_id = 0
 
int activity_vehicle_part_index = -1
 
std::array< int, num_hp_partshealed_total
 
std::map< std::string, int > mutation_category_level
 
std::vector< tripoint_abs_omtomt_path
 Route for overmap scale traveling. More...
 
mutation_collection my_mutations
 Traits / mutations of the character. More...
 
time_point last_sleep_check = calendar::turn_zero
 
bool bio_soporific_powered_at_last_sleep_check = false
 
std::array< int, num_bptemp_cur
 
std::array< int, num_bpfrostbite_timer
 
std::array< int, num_bptemp_conv
 
std::array< int, num_bpbody_wetness
 
std::array< int, num_bpdrench_capacity
 
time_point next_climate_control_check
 
bool last_climate_control_ret = false
 
- Public Attributes inherited from Creature
FacingDirection facing = FD_RIGHT
 return the direction the creature is facing, for sdl horizontal flip More...
 
int moves = 0
 

Static Public Attributes

static const std::vector< material_idfleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
 
- Static Public Attributes inherited from Creature
static const std::map< std::string, m_sizesize_map
 
static const std::set< material_idcmat_flesh
 
static const std::set< material_idcmat_fleshnveg
 
static const std::set< material_idcmat_flammable
 
static const std::set< material_idcmat_flameres
 
static std::vector< int > dispersion_for_even_chance_of_good_hit = default_dispersion_for_ecogh
 

Protected Member Functions

void do_skill_rust ()
 
void apply_mods (const trait_id &mut, bool add_remove)
 Applies stat mods to character. More...
 
char_encumbrance_data calc_encumbrance () const
 Recalculate encumbrance for all body parts. More...
 
char_encumbrance_data calc_encumbrance (const item &new_item) const
 Recalculate encumbrance for all body parts as if new_item was also worn. More...
 
void mut_cbm_encumb (char_encumbrance_data &vals) const
 Applies encumbrance from mutations and bionics only. More...
 
std::list< item >::iterator position_to_wear_new_item (const item &new_item)
 Return the position in the worn list where new_item would be put by default. More...
 
void item_encumb (char_encumbrance_data &vals, const item &new_item) const
 Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items. More...
 
void on_damage_of_type (int adjusted_damage, damage_type type, const bodypart_id &bp) override
 
 Character ()
 
 Character (Character &&)
 
Characteroperator= (Character &&)
 
void store (JsonOut &json) const
 Load variables from json into object. More...
 
void load (const JsonObject &data)
 Gather variables for saving. More...
 
- Protected Member Functions inherited from Creature
void set_killer (Creature *killer)
 
 Creature ()
 
 Creature (const Creature &)=default
 
 Creature (Creature &&)=default
 
Creatureoperator= (const Creature &)=default
 
Creatureoperator= (Creature &&)=default
 
void store (JsonOut &jsout) const
 These two functions are responsible for storing and loading the members of this class to/from json data. More...
 
void load (const JsonObject &jsin)
 

Protected Attributes

std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bpmut_drench
 
tripoint position
 
int str_bonus = 0
 Bonuses to stats, calculated each turn. More...
 
int dex_bonus = 0
 
int per_bonus = 0
 
int int_bonus = 0
 
int healthy = 0
 How healthy the character is. More...
 
int healthy_mod = 0
 
int init_age = 25
 age in years at character creation More...
 
int init_height = 175
 height at character creation More...
 
m_size size_class = MS_MEDIUM
 Size class of character. More...
 
trap_map known_traps
 
pimpl< char_encumbrance_dataencumbrance_cache
 
std::map< faction_id, std::pair< int, time_point > > warning_record
 warnings from a faction about bad behavior More...
 
std::unordered_set< trait_idmy_traits
 Contains mutation ids of the base traits. More...
 
std::vector< const mutation_branch * > cached_mutations
 Pointers to mutation branches in my_mutations. More...
 
pimpl< SkillLevelMap_skills
 Character skills. More...
 
pimpl< SkillLevelMapautolearn_skills_stamp
 Stamp of character skills. More...
 
pimpl< recipe_subsetlearned_recipes
 Subset of learned recipes. More...
 
std::bitset< NUM_VISION_MODESvision_mode_cache
 
float nv_range = 0
 
int sight_max = 0
 
time_point time_died = calendar::before_time_starts
 
pimpl< pathfinding_settingspath_settings
 Cache for pathfinding settings. More...
 
int faction_api_version = 2
 
faction_id fac_id
 
factionmy_fac = nullptr
 
character_movemode move_mode = CMM_WALK
 
std::map< vitamin_id, int > vitamin_levels
 Current deficiency/excess quantity for each vitamin. More...
 
pimpl< player_moralemorale
 
pimpl< enchantmentenchantment_cache
 
std::unordered_map< point_abs_omt, time_durationovermap_time
 Amount of time the player has spent in each overmap tile. More...
 
- Protected Attributes inherited from Creature
Creaturekiller = nullptr
 
pimpl< effects_mapeffects
 
std::unordered_map< std::string, std::string > values
 
int num_blocks = 0
 
int num_dodges = 0
 
int num_blocks_bonus = 0
 
int num_dodges_bonus = 0
 
int armor_bash_bonus = 0
 
int armor_cut_bonus = 0
 
int armor_bullet_bonus = 0
 
int speed_base = 0
 
int speed_bonus = 0
 
float dodge_bonus = 0.0
 
int block_bonus = 0
 
float hit_bonus = 0.0
 
bool fake = false
 

Private Member Functions

bool valid_aoe_technique (Creature &t, const ma_technique &technique)
 Check if an area-of-effect technique has valid targets. More...
 
bool valid_aoe_technique (Creature &t, const ma_technique &technique, std::vector< Creature * > &targets)
 
int get_mod (const trait_id &mut, const std::string &arg) const
 Retrieves a stat mod of a mutation. More...
 
void apply_skill_boost ()
 Applies skill-based boosts to stats. More...
 
void old_mutate ()
 
void suffer_water_damage (const mutation_branch &mdata)
 suffer() subcalls More...
 
void suffer_mutation_power (const mutation_branch &mdata, char_trait_data &tdata)
 
void suffer_while_underwater ()
 
void suffer_from_addictions ()
 
void suffer_while_awake (int current_stim)
 
void suffer_from_chemimbalance ()
 
void suffer_from_schizophrenia ()
 
void suffer_from_asthma (int current_stim)
 
void suffer_in_sunlight ()
 
void suffer_from_sunburn ()
 
void suffer_from_other_mutations ()
 
void suffer_from_radiation ()
 
void suffer_from_bad_bionics ()
 
void suffer_from_artifacts ()
 
void suffer_from_stimulants (int current_stim)
 
void suffer_without_sleep (int sleep_deprivation)
 
bool is_visible_in_range (const Creature &critter, int range) const
 Check whether the other creature is in range and can be seen by this creature. More...
 

Private Attributes

player_activity destination_activity
 
character_id id
 
units::energy power_level
 
units::energy max_power_level
 
int stored_calories = 0
 Needs (hunger, starvation, thirst, fatigue, etc.) More...
 
int thirst = 0
 
int stamina = 0
 
int fatigue = 0
 
int sleep_deprivation = 0
 
bool check_encumbrance = true
 
int stim = 0
 
int pkill = 0
 
int radiation = 0
 
std::vector< tripointauto_move_route
 
cata::optional< tripointnext_expected_position
 
scenttype_id type_of_scent
 
struct weighted_int_list< std::string > melee_miss_reasons
 
int cached_moves = 0
 
tripoint cached_position
 
inventory cached_crafting_inventory
 
std::map< std::string, double > npc_ai_info_cache
 

Additional Inherited Members

Detailed Description

Definition at line 226 of file character.h.

Member Typedef Documentation

◆ trap_map

using Character::trap_map = std::map<tripoint, std::string>

Definition at line 2035 of file character.h.

Member Enumeration Documentation

◆ water_tolerance

Enumerator
WT_IGNORED 
WT_NEUTRAL 
WT_GOOD 
NUM_WATER_TOLERANCE 

Definition at line 807 of file character.h.

807 {
808 WT_IGNORED = 0,
810 WT_GOOD,
812 };
@ WT_NEUTRAL
Definition: character.h:809
@ WT_IGNORED
Definition: character.h:808
@ NUM_WATER_TOLERANCE
Definition: character.h:811

Constructor & Destructor Documentation

◆ Character() [1/3]

Character::Character ( const Character )
delete

◆ ~Character()

Character::~Character ( )
overridedefault

◆ Character() [2/3]

Character::Character ( )
protected

Definition at line 395 of file character.cpp.

395 :
397 damage_bandaged( {{ 0 }} ),
398 damage_disinfected( {{ 0 }} ),
400 id( -1 ),
403{
404 str_max = 0;
405 dex_max = 0;
406 per_max = 0;
407 int_max = 0;
408 str_cur = 0;
409 dex_cur = 0;
410 per_cur = 0;
411 int_cur = 0;
412 str_bonus = 0;
413 dex_bonus = 0;
414 per_bonus = 0;
415 int_bonus = 0;
416 healthy = 0;
417 healthy_mod = 0;
418 thirst = 0;
419 fatigue = 0;
421 set_rad( 0 );
422 tank_plut = 0;
423 reactor_plut = 0;
424 slow_rad = 0;
425 set_stim( 0 );
426 set_stamina( 10000 ); //Temporary value for stamina. It will be reset later from external json option.
427 set_anatomy( anatomy_id("human_anatomy") );
428 update_type_of_scent( true );
429 pkill = 0;
432 healed_total = { { 0, 0, 0, 0, 0, 0 } };
433
434 name.clear();
435 custom_profession.clear();
437
438 *path_settings = pathfinding_settings{ 0, 1000, 1000, 0, true, true, true, false, true };
439
442 temp_cur.fill( BODYTEMP_NORM );
443 frostbite_timer.fill( 0 );
444 temp_conv.fill( BODYTEMP_NORM );
445
446 body_wetness.fill( 0 );
447
460}
string_id< anatomy > anatomy_id
Definition: anatomy.h:14
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
@ CMM_WALK
Definition: character.h:102
bool last_climate_control_ret
Definition: character.h:2248
character_movemode move_mode
Definition: character.h:2159
int str_max
Definition: character.h:260
std::array< int, num_bp > frostbite_timer
Definition: character.h:2243
void update_type_of_scent(bool init=false)
Definition: character.cpp:8636
int str_cur
Definition: character.h:265
int str_bonus
Bonuses to stats, calculated each turn.
Definition: character.h:2083
profession_id prof
Definition: character.h:594
int dex_cur
Definition: character.h:266
std::array< int, num_bp > temp_conv
Definition: character.h:2243
int max_stored_kcal() const
Definition: character.cpp:4329
int per_max
Definition: character.h:263
void set_stim(int new_stim)
Definition: character.cpp:7078
void set_stamina(int new_stamina)
Definition: character.cpp:7120
std::string name
Definition: character.h:1536
std::array< int, num_bp > body_wetness
Definition: character.h:2244
time_point next_climate_control_check
Definition: character.h:2247
int stored_calories
Needs (hunger, starvation, thirst, fatigue, etc.)
Definition: character.h:2206
int per_bonus
Definition: character.h:2085
time_point cached_time
Definition: character.h:1576
std::string custom_profession
Definition: character.h:595
int dex_bonus
Definition: character.h:2084
pimpl< pathfinding_settings > path_settings
Cache for pathfinding settings.
Definition: character.h:2148
std::array< int, num_hp_parts > damage_bandaged
Definition: character.h:1540
character_id id
Definition: character.h:2200
int healthy
How healthy the character is.
Definition: character.h:2089
int sleep_deprivation
Definition: character.h:2212
int int_cur
Definition: character.h:267
int int_max
Definition: character.h:262
int reactor_plut
Definition: character.h:1564
int fatigue
Definition: character.h:2211
std::array< int, num_bp > drench_capacity
Definition: character.h:2245
std::array< int, num_bp > temp_cur
Definition: character.h:2243
void initialize_stomach_contents()
Definition: stomach.cpp:195
std::array< int, num_hp_parts > healed_total
Definition: character.h:1749
void set_rad(int new_rad)
Definition: character.cpp:7093
int slow_rad
Definition: character.h:1565
int per_cur
Definition: character.h:268
int tank_plut
Definition: character.h:1563
int healthy_mod
Definition: character.h:2090
int dex_max
Definition: character.h:261
int thirst
Definition: character.h:2208
cata::optional< tripoint > next_expected_position
Definition: character.h:2222
int int_bonus
Definition: character.h:2086
std::array< int, num_hp_parts > damage_disinfected
Definition: character.h:1540
void set_anatomy(anatomy_id anat)
Definition: creature.cpp:1527
static const profession_id & generic()
Definition: profession.cpp:248
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr int BODYTEMP_NORM
Level 1 hotness.
Definition: weather.h:36

◆ Character() [3/3]

Character::Character ( Character &&  )
protecteddefault

Member Function Documentation

◆ absorb_hit()

void Character::absorb_hit ( const bodypart_id bp,
damage_instance dam 
)
overridevirtual

Runs through all bionics and armor on a part and reduces damage through their armor_absorb.

Implements Creature.

Definition at line 8064 of file character.cpp.

8065{
8066 std::list<item> worn_remains;
8067 bool armor_destroyed = false;
8068
8069 for( damage_unit &elem : dam.damage_units ) {
8070 if( elem.amount < 0 ) {
8071 // Prevents 0 damage hits (like from hallucinations) from ripping armor
8072 elem.amount = 0;
8073 continue;
8074 }
8075
8076 // The bio_ads CBM absorbs percentage melee damage and ranged damage (where possible) after armour.
8077 if( has_active_bionic( bio_ads ) && ( elem.amount > 0 ) && ( elem.type == DT_BASH ||
8078 elem.type == DT_CUT || elem.type == DT_STAB || elem.type == DT_BULLET ) ) {
8079 float elem_multi = 1;
8081 // HACK: Halves charge rate when hit for the next 3 turns, doesn't stack. See bionics.cpp for more information.
8082 bio.charge_timer = 6;
8083 // Bullet affected significantly more than stab, stab more than cut, cut more than bash.
8084 if( elem.type == DT_BASH ) {
8085 elem_multi = 0.8;
8086 } else if( elem.type == DT_CUT ) {
8087 elem_multi = 0.7;
8088 } else if( elem.type == DT_STAB ) {
8089 elem_multi = 0.55;
8090 } else if( elem.type == DT_BULLET ) {
8091 elem_multi = 0.25;
8092 }
8093 units::energy ads_cost = elem.amount * 500_J;
8094 if( bio.energy_stored >= ads_cost ) {
8095 dam.mult_damage( elem_multi );
8096 bio.energy_stored -= ads_cost;
8097 } else if( bio.energy_stored < ads_cost && bio.energy_stored != 0_kJ ) {
8098 // If you get hit and you lack energy it either deactivates, or deactivates and shorts out.
8099 // Either way you still get protection.
8100 dam.mult_damage( elem_multi );
8101 bio.energy_stored = 0_kJ;
8102 deactivate_bionic( bio );
8103 const units::energy shatter_thresh = ( elem.type == DT_BULLET ) ? 20_kJ : 15_kJ;
8104 if( ads_cost >= shatter_thresh ) {
8105 if( bio.incapacitated_time == 0_turns ) {
8106 add_msg_if_player( m_bad, _( "Your forcefield shatters and the feedback shorts out the %s!" ),
8107 bio.info().name );
8108 }
8109 int over = units::to_kilojoule( ads_cost - ( shatter_thresh - 5_kJ ) );
8110 bio.incapacitated_time += ( ( over / 5 ) ) * 1_turns;
8111 } else {
8112 add_msg_if_player( m_bad, _( "Your forcefield crackles and the %s powers down." ),
8113 bio.info().name );
8114 }
8115 } else {
8116 //You tried to (re)activate it and immediately enter combat, no mitigation for you.
8117 deactivate_bionic( bio );
8118 add_msg_if_player( m_bad, _( "The %s is interrupted and powers down." ), bio.info().name );
8119 }
8120 }
8121
8122 armor_enchantment_adjust( *this, elem );
8123
8124 // Only the outermost armor can be set on fire
8125 bool outermost = true;
8126 // The worn vector has the innermost item first, so
8127 // iterate reverse to damage the outermost (last in worn vector) first.
8128 for( auto iter = worn.rbegin(); iter != worn.rend(); ) {
8129 item &armor = *iter;
8130
8131 if( !armor.covers( bp->token ) ) {
8132 ++iter;
8133 continue;
8134 }
8135
8136 const std::string pre_damage_name = armor.tname();
8137 bool destroy = false;
8138
8139 item_armor_enchantment_adjust( *this, elem, armor );
8140 // Heat damage can set armor on fire
8141 // Even though it doesn't cause direct physical damage to it
8142 if( outermost && elem.type == DT_HEAT && elem.amount >= 1.0f ) {
8143 // TODO: Different fire intensity values based on damage
8144 fire_data frd{ 2 };
8145 destroy = armor.burn( frd );
8146 int fuel = roll_remainder( frd.fuel_produced );
8147 if( fuel > 0 ) {
8148 add_effect( effect_onfire, time_duration::from_turns( fuel + 1 ), bp->token, 0, false, true );
8149 }
8150 }
8151
8152 if( !destroy ) {
8153 destroy = armor_absorb( elem, armor );
8154 }
8155
8156 if( destroy ) {
8157 if( g->u.sees( *this ) ) {
8158 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ),
8159 m_neutral, _( "destroyed" ), m_info );
8160 }
8161 destroyed_armor_msg( *this, pre_damage_name );
8162 armor_destroyed = true;
8163 armor.on_takeoff( *this );
8164 for( const item *it : armor.contents.all_items_top() ) {
8165 worn_remains.push_back( *it );
8166 }
8167 // decltype is the type name of the iterator, note that reverse_iterator::base returns the
8168 // iterator to the next element, not the one the revers_iterator points to.
8169 // http://stackoverflow.com/questions/1830158/how-to-call-erase-with-a-reverse-iterator
8170 iter = decltype( iter )( worn.erase( --( iter.base() ) ) );
8171 } else {
8172 ++iter;
8173 outermost = false;
8174 }
8175 }
8176
8177 passive_absorb_hit( bp, elem );
8178
8179 if( elem.type == DT_BASH ) {
8180 if( has_trait( trait_LIGHT_BONES ) ) {
8181 elem.amount *= 1.4;
8182 }
8183 if( has_trait( trait_HOLLOW_BONES ) ) {
8184 elem.amount *= 1.8;
8185 }
8186 }
8187
8188 elem.amount = std::max( elem.amount, 0.0f );
8189 }
8190 map &here = get_map();
8191 for( item &remain : worn_remains ) {
8192 here.add_item_or_charges( pos(), remain );
8193 }
8194 if( armor_destroyed ) {
8196 }
8197}
static const trait_id trait_HOLLOW_BONES("HOLLOW_BONES")
static void item_armor_enchantment_adjust(Character &guy, damage_unit &du, item &armor)
Definition: character.cpp:7990
static void destroyed_armor_msg(Character &who, const std::string &pre_damage_name)
Definition: character.cpp:7976
static const bionic_id bio_ads("bio_ads")
static void armor_enchantment_adjust(Character &guy, damage_unit &du)
Definition: character.cpp:8028
static const trait_id trait_LIGHT_BONES("LIGHT_BONES")
static const efftype_id effect_onfire("onfire")
bionic & get_bionic_state(const bionic_id &id)
Get state of bionic with given id.
Definition: character.cpp:1918
int posx() const override
Definition: character.h:813
int posy() const override
Definition: character.h:816
std::list< item > worn
Definition: character.h:1539
bool armor_absorb(damage_unit &du, item &armor)
Reduces and mutates du, prints messages about armor taking damage.
Definition: character.cpp:8199
void drop_invalid_inventory()
Definition: character.cpp:3255
void passive_absorb_hit(const bodypart_id &bp, damage_unit &du) const
Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.
Definition: character.cpp:7957
const tripoint & pos() const override
Definition: character.cpp:721
bool deactivate_bionic(bionic &bio, bool eff_only=false)
Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.
Definition: bionics.cpp:1064
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1939
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:985
virtual void add_msg_if_player(const std::string &) const
Definition: creature.h:593
std::list< item * > all_items_top()
returns a list of pointers to all top-level items
Definition: item.h:177
item_contents contents
Definition: item.h:2158
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4478
void on_takeoff(Character &p)
Callback when a character takes off an item.
Definition: item.cpp:4319
bool burn(fire_data &frd)
Burns the item.
Definition: item.cpp:8158
bool covers(body_part bp) const
Whether this item (when worn) covers the given body part.
Definition: item.cpp:743
Manage and cache data about a part of the map.
Definition: map.h:384
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4235
void add(const point &pos, direction p_oDir, const std::string &p_sText, game_message_type p_gmt, const std::string &p_sText2="", game_message_type p_gmt2=m_neutral, const std::string &p_sType="")
Definition: output.cpp:1757
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
@ DT_STAB
Definition: damage.h:27
@ DT_BASH
Definition: damage.h:24
@ DT_CUT
Definition: damage.h:25
@ DT_BULLET
Definition: damage.h:31
@ DT_HEAT
Definition: damage.h:28
@ m_neutral
Definition: enums.h:267
@ m_info
Definition: enums.h:265
@ m_bad
Definition: enums.h:261
std::unique_ptr< game > g
Definition: game.cpp:277
map & get_map()
Definition: map.cpp:146
constexpr value_type to_kilojoule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:46
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
scrollingcombattext SCT
Definition: output.cpp:65
int roll_remainder(double value)
Definition: rng.cpp:96
translation name
Definition: bionics.h:34
const bionic_data & info() const
Definition: bionics.h:168
int charge_timer
Definition: bionics.h:151
units::energy energy_stored
Definition: bionics.h:161
time_duration incapacitated_time
Definition: bionics.h:159
std::vector< damage_unit > damage_units
Definition: damage.h:52
void mult_damage(double multiplier, bool pre_armor=false)
Definition: damage.cpp:48
float amount
Definition: damage.h:37
damage_type type
Definition: damage.h:36
Contains the state of a fire in one tile on one turn.
Definition: fire.h:18
Definition: point.h:35
#define _(msg)
Definition: translations.h:116

References _, scrollingcombattext::add(), Creature::add_effect(), map::add_item_or_charges(), Creature::add_msg_if_player(), item_contents::all_items_top(), damage_unit::amount, armor_absorb(), armor_enchantment_adjust(), bio_ads, item::burn(), bionic::charge_timer, item::contents, item::covers(), damage_instance::damage_units, deactivate_bionic(), destroyed_armor_msg(), drop_invalid_inventory(), DT_BASH, DT_BULLET, DT_CUT, DT_HEAT, DT_STAB, effect_onfire, bionic::energy_stored, time_duration::from_turns(), g, get_bionic_state(), get_map(), has_active_bionic(), has_trait(), bionic::incapacitated_time, bionic::info(), item_armor_enchantment_adjust(), m_bad, m_info, m_neutral, damage_instance::mult_damage(), bionic_data::name, NORTH, item::on_takeoff(), passive_absorb_hit(), pos(), posx(), posy(), remove_color_tags(), roll_remainder(), SCT, item::tname(), units::to_kilojoule(), trait_HOLLOW_BONES, trait_LIGHT_BONES, damage_unit::type, and worn.

◆ action_taken()

void Character::action_taken ( )

Called after every action, invalidates player caches.

Definition at line 932 of file character.cpp.

933{
934 nv_cached = false;
935}
bool nv_cached
Definition: character.h:1541

References nv_cached.

Referenced by game::do_turn().

◆ activate_bionic()

bool Character::activate_bionic ( bionic bio,
bool  eff_only = false 
)

Handles bionic activation effects of the entered bionic, returns if anything activated.

Definition at line 531 of file bionics.cpp.

532{
533 const bool mounted = is_mounted();
534 if( bio.incapacitated_time > 0_turns ) {
535 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be activated." ),
536 bio.info().name );
537 return false;
538 }
539
540 // eff_only means only do the effect without messing with stats or displaying messages
541 if( !eff_only ) {
542 if( bio.powered ) {
543 // It's already on!
544 return false;
545 }
546 if( !enough_power_for( bio.id ) ) {
547 add_msg_if_player( m_info, _( "You don't have the power to activate your %s." ),
548 bio.info().name );
549 return false;
550 }
551
552 // HACK: burn_fuel() doesn't check for available fuel in remote source on start.
553 // If CBM is successfully activated, the check will occur when it actually tries to draw power
554 if( !bio.info().is_remote_fueled ) {
555 if( !burn_fuel( bio, true ) ) {
556 return false;
557 }
558 }
559
560 // We can actually activate now, do activation-y things
562
563 bio.powered = bio.info().has_flag( flag_BIONIC_TOGGLED ) || bio.info().charge_time > 0;
564
565 if( bio.info().charge_time > 0 ) {
566 bio.charge_timer = bio.info().charge_time;
567 }
568 if( !bio.id->enchantments.empty() ) {
570 }
571 }
572
573 auto add_msg_activate = [&]() {
574 if( !eff_only && !bio.is_auto_start_keep_full() ) {
575 add_msg_if_player( m_info, _( "You activate your %s." ), bio.info().name );
576 }
577 };
578 auto refund_power = [&]() {
579 if( !eff_only ) {
581 }
582 };
583
584 item tmp_item;
585 const w_point &weatherPoint = get_weather().get_precise();
586
587 map &here = get_map();
588 // On activation effects go here
589 if( bio.info().has_flag( flag_BIONIC_GUN ) ) {
590 add_msg_activate();
591 refund_power(); // Power usage calculated later, in avatar_action::fire
593 bio.info().power_activate );
594 } else if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
596 add_msg_if_player( m_info, _( "Deactivate your %s first!" ), weapon.tname() );
597 refund_power();
598 bio.powered = false;
599 return false;
600 }
601
602 if( !weapon.is_null() ) {
603 const std::string query = string_format( _( "Stop wielding %s?" ), weapon.tname() );
604 if( !dispose_item( item_location( *this, &weapon ), query ) ) {
605 refund_power();
606 bio.powered = false;
607 return false;
608 }
609 }
610
611 add_msg_activate();
612 weapon = item( bio.info().fake_item );
613 weapon.invlet = '#';
614 if( bio.ammo_count > 0 ) {
617 }
618 } else if( bio.id == bio_ears && has_active_bionic( bio_earplugs ) ) {
619 add_msg_activate();
620 for( bionic &bio : *my_bionics ) {
621 if( bio.id == bio_earplugs ) {
622 bio.powered = false;
623 add_msg_if_player( m_info, _( "Your %s automatically turn off." ),
624 bio.info().name );
625 }
626 }
627 } else if( bio.id == bio_earplugs && has_active_bionic( bio_ears ) ) {
628 add_msg_activate();
629 for( bionic &bio : *my_bionics ) {
630 if( bio.id == bio_ears ) {
631 bio.powered = false;
632 add_msg_if_player( m_info, _( "Your %s automatically turns off." ),
633 bio.info().name );
634 }
635 }
636 } else if( bio.id == bio_evap ) {
637 add_msg_activate();
638 const w_point &weatherPoint = get_weather().get_precise();
639 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
640 g->is_sheltered( g->u.pos() ) );
641 // thirst units = 5 mL
642 int water_available = std::lround( humidity * 3.0 / 100.0 );
643 if( water_available == 0 ) {
644 bio.powered = false;
645 add_msg_if_player( m_bad, _( "There is not enough humidity in the air for your %s to function." ),
646 bio.info().name );
647 return false;
648 } else if( water_available == 1 ) {
650 _( "Your %s issues a low humidity warning. Efficiency will be reduced." ),
651 bio.info().name );
652 }
653 } else if( bio.id == bio_tools ) {
654 add_msg_activate();
656 } else if( bio.id == bio_cqb ) {
657 add_msg_activate();
658 const avatar *you = as_avatar();
659 if( you && !martial_arts_data->pick_style( *you ) ) {
660 bio.powered = false;
661 add_msg_if_player( m_info, _( "You change your mind and turn it off." ) );
662 return false;
663 }
664 } else if( bio.id == bio_resonator ) {
665 add_msg_activate();
666 //~Sound of a bionic sonic-resonator shaking the area
667 sounds::sound( pos(), 30, sounds::sound_t::combat, _( "VRRRRMP!" ), false, "bionic",
668 static_cast<std::string>( bio_resonator ) );
669 for( const tripoint &bashpoint : here.points_in_radius( pos(), 1 ) ) {
670 here.bash( bashpoint, 110 );
671 // Multibash effect, so that doors &c will fall
672 here.bash( bashpoint, 110 );
673 here.bash( bashpoint, 110 );
674 }
675
676 mod_moves( -100 );
677 } else if( bio.id == bio_time_freeze ) {
678 if( mounted ) {
679 refund_power();
680 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
681 return false;
682 }
683 add_msg_activate();
684
686 set_power_level( 0_kJ );
687 add_msg_if_player( m_good, _( "Your speed suddenly increases!" ) );
688 if( one_in( 3 ) ) {
689 add_msg_if_player( m_bad, _( "Your muscles tear with the strain." ) );
690 apply_damage( nullptr, bodypart_id( "arm_l" ), rng( 5, 10 ) );
691 apply_damage( nullptr, bodypart_id( "arm_r" ), rng( 5, 10 ) );
692 apply_damage( nullptr, bodypart_id( "leg_l" ), rng( 7, 12 ) );
693 apply_damage( nullptr, bodypart_id( "leg_r" ), rng( 7, 12 ) );
694 apply_damage( nullptr, bodypart_id( "torso" ), rng( 5, 15 ) );
695 }
696 if( one_in( 5 ) ) {
697 add_effect( effect_teleglow, rng( 5_minutes, 40_minutes ) );
698 }
699 } else if( bio.id == bio_teleport ) {
700 if( mounted ) {
701 refund_power();
702 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
703 return false;
704 }
705 add_msg_activate();
706
707 teleport::teleport( *this );
708 add_effect( effect_teleglow, 30_minutes );
709 mod_moves( -100 );
710 } else if( bio.id == bio_blood_anal ) {
711 add_msg_activate();
713 } else if( bio.id == bio_blood_filter ) {
714 add_msg_activate();
715 static const std::vector<efftype_id> removable = {{
723 }
724 };
725
726 for( const auto &eff : removable ) {
727 remove_effect( eff );
728 }
729 // Purging the substance won't remove the fatigue it caused
732 set_painkiller( 0 );
733 set_stim( 0 );
734 mod_moves( -100 );
735 } else if( bio.id == bio_torsionratchet ) {
736 add_msg_activate();
737 add_msg_if_player( m_info, _( "Your torsion ratchet locks onto your joints." ) );
738 } else if( bio.id == bio_jointservo ) {
739 add_msg_activate();
740 add_msg_if_player( m_info, _( "You can now run faster, assisted by joint servomotors." ) );
741 } else if( bio.id == bio_lighter ) {
742 const cata::optional<tripoint> pnt = choose_adjacent( _( "Start a fire where?" ) );
743 if( pnt && here.is_flammable( *pnt ) ) {
744 add_msg_activate();
745 here.add_field( *pnt, fd_fire, 1 );
746 mod_moves( -100 );
747 } else {
748 refund_power();
749 add_msg_if_player( m_info, _( "There's nothing to light there." ) );
750 return false;
751 }
752 } else if( bio.id == bio_geiger ) {
753 add_msg_activate();
754 add_msg_if_player( m_info, _( "Your radiation level: %d" ), get_rad() );
755 } else if( bio.id == bio_radscrubber ) {
756 add_msg_activate();
757 if( get_rad() > 4 ) {
758 mod_rad( -5 );
759 } else {
760 set_rad( 0 );
761 }
762 } else if( bio.id == bio_adrenaline ) {
763 add_msg_activate();
765 add_msg_if_player( m_bad, _( "Safeguards kick in, and the bionic refuses to activate!" ) );
766 refund_power();
767 return false;
768 } else {
769 add_msg_activate();
770 add_effect( effect_adrenaline, 20_minutes );
771 }
772 } else if( bio.id == bio_emp ) {
773 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Create an EMP where?" ) ) ) {
774 add_msg_activate();
776 mod_moves( -100 );
777 } else {
778 refund_power();
779 return false;
780 }
781 } else if( bio.id == bio_hydraulics ) {
782 add_msg_activate();
783 add_msg_if_player( m_good, _( "Your muscles hiss as hydraulic strength fills them!" ) );
784 //~ Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
785 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
786 static_cast<std::string>( bio_hydraulics ) );
787 } else if( bio.id == bio_water_extractor ) {
788 bool no_target = true;
789 bool extracted = false;
790 for( item &it : here.i_at( pos() ) ) {
791 static const auto volume_per_water_charge = 500_ml;
792 if( it.is_corpse() ) {
793 const int avail = it.get_var( "remaining_water", it.volume() / volume_per_water_charge );
794 if( avail > 0 ) {
795 no_target = false;
796 if( query_yn( _( "Extract water from the %s" ),
797 colorize( it.tname(), it.color_in_inventory() ) ) ) {
798 item water( itype_water_clean, calendar::turn, avail );
799 if( liquid_handler::consume_liquid( water ) ) {
800 add_msg_activate();
801 extracted = true;
802 it.set_var( "remaining_water", static_cast<int>( water.charges ) );
803 }
804 break;
805 }
806 }
807 }
808 }
809 if( no_target ) {
810 add_msg_if_player( m_bad, _( "There is no suitable corpse on this tile." ) );
811 }
812 if( !extracted ) {
813 refund_power();
814 return false;
815 }
816 } else if( bio.id == bio_magnet ) {
817 add_msg_activate();
818 static const std::set<material_id> affected_materials =
819 { material_id( "iron" ), material_id( "steel" ) };
820 // Remember all items that will be affected, then affect them
821 // Don't "snowball" by affecting some items multiple times
822 std::vector<std::pair<item, tripoint>> affected;
823 const units::mass weight_cap = weight_capacity();
824 for( const tripoint &p : here.points_in_radius( pos(), 10 ) ) {
825 if( p == pos() || !here.has_items( p ) || here.has_flag( flag_SEALED, p ) ) {
826 continue;
827 }
828
829 map_stack stack = here.i_at( p );
830 for( auto it = stack.begin(); it != stack.end(); it++ ) {
831 if( it->weight() < weight_cap &&
832 it->made_of_any( affected_materials ) ) {
833 affected.emplace_back( std::make_pair( *it, p ) );
834 stack.erase( it );
835 break;
836 }
837 }
838 }
839
840 for( const std::pair<item, tripoint> &pr : affected ) {
841 projectile proj;
842 proj.speed = 50;
843 proj.impact = damage_instance::physical( pr.first.weight() / 250_gram, 0, 0, 0 );
844 // make the projectile stop one tile short to prevent hitting the player
845 proj.range = rl_dist( pr.second, pos() ) - 1;
846 static const std::set<ammo_effect_str_id> ammo_effects = {{
847 ammo_effect_str_id( "NO_ITEM_DAMAGE" ),
848 ammo_effect_str_id( "DRAW_AS_LINE" ),
849 ammo_effect_str_id( "NO_DAMAGE_SCALING" ),
850 ammo_effect_str_id( "JET" ),
851 }
852 };
853 for( const auto &eff : ammo_effects ) {
854 proj.add_effect( eff );
855 }
856
858 proj, pr.second, pos(), dispersion_sources{ 0 }, this );
859 here.add_item_or_charges( dealt.end_point, pr.first );
860 }
861
862 mod_moves( -100 );
863 } else if( bio.id == bio_lockpick ) {
864 bool used = false;
865 bool tried_lockpick = false;
866 const cata::optional<tripoint> pnt = choose_adjacent( _( "Use your lockpick where?" ) );
867 std::string open_message;
868 if( pnt ) {
869 tried_lockpick = true;
870 ter_id ter_type = g->m.ter( *pnt );
871 furn_id furn_type = g->m.furn( *pnt );
872 lockpicking_open_result lr = get_lockpicking_open_result( ter_type, furn_type );
873 ter_id new_ter_type = lr.new_ter_type;
874 furn_id new_furn_type = lr.new_furn_type;
875 open_message = lr.open_message;
876
877 if( new_ter_type != t_null || new_furn_type != f_null ) {
878 g->m.has_furn( *pnt ) ?
879 g->m.furn_set( *pnt, new_furn_type ) :
880 static_cast<void>( g->m.ter_set( *pnt, new_ter_type ) );
881 used = true;
882 }
883 }
884
885 if( used ) {
886 add_msg_activate();
887 add_msg_if_player( m_good, open_message );
888 mod_moves( -100 );
889 } else {
890 refund_power();
891 if( tried_lockpick ) {
892 add_msg_if_player( m_info, _( "There is nothing to lockpick nearby." ) );
893 }
894 return false;
895 }
896 } else if( bio.id == bio_flashbang ) {
897 add_msg_activate();
898 explosion_handler::flashbang( pos(), true, "explosion" );
899 mod_moves( -100 );
900 } else if( bio.id == bio_shockwave ) {
901 add_msg_activate();
902
904 sw.affects_player = false;
905 sw.radius = 3;
906 sw.force = 4;
907 sw.stun = 2;
908 sw.dam_mult = 8;
909 // affects_player is always false, so assuming the player is always the source of this
910 explosion_handler::shockwave( pos(), sw, "explosion", &get_player_character() );
911 add_msg_if_player( m_neutral, _( "You unleash a powerful shockwave!" ) );
912 mod_moves( -100 );
913 } else if( bio.id == bio_meteorologist ) {
915 add_msg_activate();
916 // Calculate local wind power
917 int vehwindspeed = 0;
918 if( optional_vpart_position vp = here.veh_at( pos() ) ) {
919 // vehicle velocity in mph
920 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
921 }
922 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
923 /* cache g->get_temperature( player location ) since it is used twice. No reason to recalc */
924 const auto player_local_temp = weather.get_temperature( g->u.pos() );
925 /* windpower defined in internal velocity units (=.01 mph) */
926 double windpower = 100.0f * get_local_windpower( weather.windspeed + vehwindspeed,
927 cur_om_ter, pos(), weather.winddirection, g->is_sheltered( pos() ) );
928 add_msg_if_player( m_info, _( "Temperature: %s." ), print_temperature( player_local_temp ) );
929 add_msg_if_player( m_info, _( "Relative Humidity: %s." ),
931 get_local_humidity( weatherPoint.humidity, weather.weather_id,
932 g->is_sheltered( g->u.pos() ) ) ) );
933 add_msg_if_player( m_info, _( "Pressure: %s." ),
934 print_pressure( static_cast<int>( weatherPoint.pressure ) ) );
935 add_msg_if_player( m_info, _( "Wind Speed: %.1f %s." ),
936 convert_velocity( static_cast<int>( windpower ), VU_WIND ),
938 add_msg_if_player( m_info, _( "Feels Like: %s." ),
941 weatherPoint.humidity,
942 windpower / 100 ) + player_local_temp ) );
943 std::string dirstring = get_dirstring( weather.winddirection );
944 add_msg_if_player( m_info, _( "Wind Direction: From the %s." ), dirstring );
945 } else if( bio.id == bio_remote ) {
946 add_msg_activate();
947 int choice = uilist( _( "Perform which function:" ), {
948 _( "Control vehicle" ), _( "RC radio" )
949 } );
950 if( choice >= 0 && choice <= 1 ) {
951 item ctr;
952 if( choice == 0 ) {
953 ctr = item( "remotevehcontrol", calendar::start_of_cataclysm );
954 } else {
955 ctr = item( "radiocontrol", calendar::start_of_cataclysm );
956 }
958 int power_use = invoke_item( &ctr );
959 mod_power_level( units::from_kilojoule( -power_use ) );
960 bio.powered = ctr.active;
961 } else {
962 bio.powered = g->remoteveh() != nullptr || !get_value( "remote_controlling" ).empty();
963 }
964 } else if( bio.id == bio_plutdump ) {
965 if( query_yn(
966 _( "WARNING: Purging all fuel is likely to result in radiation! Purge anyway?" ) ) ) {
967 add_msg_activate();
969 tank_plut = 0;
970 reactor_plut = 0;
971 } else {
972 refund_power();
973 return false;
974 }
975 } else if( bio.info().is_remote_fueled ) {
976 std::vector<item *> cables = items_with( []( const item & it ) {
977 return it.has_flag( flag_CABLE_SPOOL );
978 } );
979 bool has_cable = !cables.empty();
980 bool free_cable = false;
981 bool success = false;
982 if( !has_cable ) {
984 _( "You need a jumper cable connected to a power source to drain power from it." ) );
985 } else {
986 for( item *cable : cables ) {
987 const std::string state = cable->get_var( "state" );
988 if( state == "cable_charger" ) {
990 _( "Cable is plugged-in to the CBM but it has to be also connected to the power source." ) );
991 }
992 if( state == "cable_charger_link" ) {
993 add_msg_activate();
994 success = true;
996 _( "You are plugged to the vehicle. It will charge you if it has some juice in it." ) );
997 }
998 if( state == "solar_pack_link" ) {
999 add_msg_activate();
1000 success = true;
1002 _( "You are plugged to a solar pack. It will charge you if it's unfolded and in sunlight." ) );
1003 }
1004 if( state == "UPS_link" ) {
1005 add_msg_activate();
1006 success = true;
1008 _( "You are plugged to a UPS. It will charge you if it has some juice in it." ) );
1009 }
1010 if( state == "solar_pack" || state == "UPS" ) {
1012 _( "You have a cable plugged to a portable power source, but you need to plug it in to the CBM." ) );
1013 }
1014 if( state == "pay_out_cable" ) {
1016 _( "You have a cable plugged to a vehicle, but you need to plug it in to the CBM." ) );
1017 }
1018 if( state == "attach_first" ) {
1019 free_cable = true;
1020 }
1021 }
1022
1023 if( free_cable ) {
1025 _( "You have at least one free cable in your inventory that you could use to plug yourself in." ) );
1026 }
1027 }
1028 if( !success ) {
1029 refund_power();
1030 bio.powered = false;
1031 return false;
1032 }
1033
1034 } else if( bio.id == bio_probability_travel ) {
1035 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Tunnel in which direction?" ) ) ) {
1036 if( g->m.impassable( *pnt ) ) {
1037 add_msg_activate();
1038 g->phasing_move( *pnt );
1039 } else {
1040 refund_power();
1041 add_msg_if_player( m_info, _( "There's nothing to phase through there." ) );
1042 return false;
1043 }
1044 } else {
1045 refund_power();
1046 return false;
1047 }
1048 } else {
1049 add_msg_activate();
1050 }
1051
1052 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1054 reset();
1055
1056 // Also reset crafting inventory cache if this bionic spawned a fake item
1057 if( !bio.info().fake_item.is_empty() ) {
1059 }
1060
1061 return true;
1062}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1026
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
dealt_projectile_attack projectile_attack(const projectile &proj_arg, const tripoint &source, const tripoint &target_arg, const dispersion_sources &dispersion, Creature *origin, const vehicle *in_veh)
Fires a projectile at the target point from the source point with total_dispersion dispersion.
Definition: ballistics.cpp:201
static const flag_str_id flag_BIONIC_WEAPON("BIONIC_WEAPON")
static const bionic_id bio_cqb("bio_cqb")
static const bionic_id bio_geiger("bio_geiger")
static const itype_id itype_water_clean("water_clean")
static const efftype_id effect_bloodworms("bloodworms")
static const flag_str_id flag_BIONIC_GUN("BIONIC_GUN")
static const efftype_id effect_weed_high("weed_high")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill_l("pkill_l")
static const efftype_id effect_took_prozac("took_prozac")
static const efftype_id effect_datura("datura")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_badpoison("badpoison")
static const efftype_id effect_dermatik("dermatik")
static const std::string flag_NO_UNWIELD("NO_UNWIELD")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_adrenaline("adrenaline")
static void force_comedown(effect &eff)
Definition: bionics.cpp:442
static const bionic_id bio_evap("bio_evap")
static const efftype_id effect_took_flumed("took_flumed")
static const bionic_id bio_plutdump("bio_plutdump")
static const efftype_id effect_hallu("hallu")
static const efftype_id effect_pblue("pblue")
static const bionic_id bio_water_extractor("bio_water_extractor")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_cocaine_high("cocaine_high")
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_magnet("bio_magnet")
static const efftype_id effect_meth("meth")
static const bionic_id bio_flashbang("bio_flashbang")
static const bionic_id bio_time_freeze("bio_time_freeze")
static const bionic_id bio_meteorologist("bio_meteorologist")
static const std::string flag_CABLE_SPOOL("CABLE_SPOOL")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_shockwave("bio_shockwave")
static const bionic_id bio_emp("bio_emp")
static const bionic_id bio_remote("bio_remote")
static const efftype_id effect_stung("stung")
static const std::string flag_SEALED("SEALED")
static const flag_str_id flag_BIONIC_TOGGLED("BIONIC_TOGGLED")
static const efftype_id effect_cig("cig")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_earplugs("bio_earplugs")
static const bionic_id bio_adrenaline("bio_adrenaline")
static const bionic_id bio_lockpick("bio_lockpick")
static const bionic_id bio_blood_anal("bio_blood_anal")
static const bionic_id bio_probability_travel("bio_probability_travel")
static const bionic_id bio_radscrubber("bio_radscrubber")
static const bionic_id bio_teleport("bio_teleport")
static const efftype_id effect_poison("poison")
static const bionic_id bio_resonator("bio_resonator")
static const bionic_id bio_blood_filter("bio_blood_filter")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_took_xanax("took_xanax")
static const efftype_id effect_pkill3("pkill3")
static const efftype_id effect_took_prozac_bad("took_prozac_bad")
static const bionic_id bio_torsionratchet("bio_torsionratchet")
static const efftype_id effect_iodine("iodine")
static const bionic_id bio_jointservo("bio_jointservo")
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
Character & get_player_character()
Definition: character.cpp:388
units::mass weight_capacity() const override
Definition: character.cpp:2864
void conduct_blood_analysis() const
Definition: character.cpp:2076
void mod_power_level(const units::energy &npower)
Definition: character.cpp:2039
void mod_rad(int mod)
Definition: character.cpp:7098
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1557
bool query_yn(const char *const msg, Args &&... args) const
It is supposed to hide the query_yn to simplify player vs.
Definition: character.h:1467
pimpl< bionic_collection > my_bionics
Definition: character.h:1556
virtual bool invoke_item(item *, const tripoint &pt)
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: character.cpp:7239
bool burn_fuel(bionic &bio, bool start=false)
Convert fuel to bionic power.
Definition: bionics.cpp:1152
void set_power_level(const units::energy &npower)
Definition: character.cpp:2029
void set_painkiller(int npkill)
Sets intensity of painkillers
Definition: character.cpp:9698
bool is_mounted() const
Definition: character.cpp:1198
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8312
bool enough_power_for(const bionic_id &bid) const
Definition: character.cpp:2071
void recalculate_enchantment_cache()
Definition: character.cpp:7899
int get_rad() const
Definition: character.cpp:7088
virtual bool dispose_item(item_location &&obj, const std::string &prompt=std::string())
Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.
Definition: character.cpp:7278
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3634
void reset_encumbrance()
Recalculates encumbrance cache.
Definition: character.cpp:3655
units::energy get_power_level() const
Definition: character.cpp:2019
item weapon
Definition: character.h:1553
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6248
void invalidate_crafting_inventory()
Definition: crafting.cpp:595
std::string get_value(const std::string &key) const
Definition: creature.cpp:1346
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1184
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1141
void mod_moves(int nmoves)
Definition: creature.cpp:1413
const effect & get_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Return the effect that matches the given arguments exactly.
Definition: creature.cpp:1224
virtual avatar * as_avatar()
Definition: creature.h:128
Definition: avatar.h:55
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
bool active
Definition: item.h:2234
bool is_null() const
Definition: item.cpp:732
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:590
int charges
Definition: item.h:2196
bool has_flag(const std::string &flag) const
Definition: item.cpp:5227
char invlet
Definition: item.h:2233
Definition: map.h:105
iterator erase(const_iterator it) override
Definition: map.cpp:152
bash_results bash(const tripoint &p, int str, bool silent=false, bool destroy=false, bool bash_floor=false, const vehicle *bashing_vehicle=nullptr)
Returns a pair where first is whether anything was smashed and second is if it was destroyed.
Definition: map.cpp:3527
bool has_flag(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2293
bool add_field(const tripoint &p, const field_type_id &type_id, int intensity=INT_MAX, const time_duration &age=0_turns, bool hit_player=true)
Add field entry at point, or set intensity if present.
Definition: map.cpp:5410
tripoint_range< tripoint > points_in_radius(const tripoint &center, size_t radius, size_t radiusz=0) const
Definition: map.cpp:8619
map_stack i_at(const tripoint &p)
Definition: map.cpp:4090
bool is_flammable(const tripoint &p)
Returns true if there is a flammable item or field or the furn/terrain is flammable at p.
Definition: map.cpp:2653
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:1009
bool has_items(const tripoint &p) const
Checks for existence of items.
Definition: map.cpp:4771
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool is_empty() const
Returns whether this id is empty.
Definition: string_id.h:298
uilist: scrolling vertical list menu
Definition: ui.h:187
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:324
const w_point & get_precise() const
Definition: weather.h:218
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
@ m_good
Definition: enums.h:260
@ m_mixed
Definition: enums.h:262
field_type_id fd_fire
Definition: field_type.cpp:345
double get_local_windpower(double windpower, const oter_id &omter, const tripoint &location, const int &winddirection, bool sheltered)
Definition: weather.cpp:938
int get_local_humidity(double humidity, const weather_type_id &weather, bool sheltered)
Definition: weather.cpp:924
std::string print_temperature(double fahrenheit, int decimals)
Print temperature (and convert to Celsius if Celsius display is enabled.)
Definition: weather.cpp:717
std::string get_dirstring(int angle)
Definition: weather.cpp:874
weather_manager & get_weather()
Definition: weather.cpp:64
std::string print_pressure(double pressure, int decimals)
Print pressure (no conversions.)
Definition: weather.cpp:752
std::string print_humidity(double humidity, int decimals)
Print relative humidity (no conversions.)
Definition: weather.cpp:743
int get_local_windchill(double temperature_f, double humidity, double wind_mph)
Definition: weather.cpp:797
string_id< ammo_effect > ammo_effect_str_id
Definition: map.cpp:103
lockpicking_open_result get_lockpicking_open_result(ter_id ter_type, furn_id furn_type)
Gets lockpicked object and message.
Definition: mapdata.cpp:1062
ter_id t_null
Definition: mapdata.cpp:625
furn_id f_null
Definition: mapdata.cpp:1097
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void fire_ranged_bionic(avatar &you, const item &fake_gun, const units::energy &cost_per_shot)
Stores fake gun specified by the bionic and starts interactive aiming.
@ success
Definition: behavior.h:20
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
time_point turn
Definition: calendar.cpp:36
void shockwave(const tripoint &p, const shockwave_data &sw, const std::string &exp_name, Creature *source)
Shockwave applies knockback with given parameters to all targets within radius of p.
Definition: explosion.cpp:954
void flashbang(const tripoint &p, bool player_immune, const std::string &exp_name)
Triggers a flashbang explosion at p.
Definition: explosion.cpp:894
void emp_blast(const tripoint &p)
Triggers an EMP blast at p.
Definition: explosion.cpp:1013
bool consume_liquid(item &liquid, const int radius)
Consume / handle as much of the liquid as possible in varying ways.
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
bool teleport(Creature &critter, int min_distance=2, int max_distance=12, bool safe=false, bool add_teleglow=true)
Teleports a creature to a tile within min_distance and max_distance tiles.
Definition: teleport.cpp:24
constexpr value_type to_fahrenheit(const quantity< value_type, temperature_in_millidegree_celsius_tag > &v)
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
overmapbuffer overmap_buffer
bool one_in(int chance)
Definition: rng.cpp:65
std::string string_format(std::string_view format, Args &&...args)
Simple wrapper over string_formatter::parse.
std::vector< enchantment_id > enchantments
bionic enchantments
Definition: bionics.h:107
itype_id fake_item
Fake item created for crafting with this bionic available.
Definition: bionics.h:99
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37
int charge_time
How often a bionic draws or produces power while active in turns.
Definition: bionics.h:43
bool is_remote_fueled
This bionic draws power through a cable.
Definition: bionics.h:61
bool has_flag(const flag_str_id &flag) const
Definition: bionics.cpp:242
itype_id ammo_loaded
Definition: bionics.h:155
bool is_auto_start_keep_full() const
Definition: bionics.cpp:2746
bionic_id id
Definition: bionics.h:150
unsigned int ammo_count
Definition: bionics.h:157
bool powered
Definition: bionics.h:153
static damage_instance physical(float bash, float cut, float stab, float arpen=0.0f)
Definition: damage.cpp:27
std::string open_message
Definition: mapdata.h:165
void add_effect(const ammo_effect_str_id &id)
Definition: projectile.h:58
damage_instance impact
Definition: projectile.h:21
bool affects_player
Definition: explosion.h:30
units::temperature temperature
Definition: weather_gen.h:16
double humidity
Definition: weather_gen.h:17
double pressure
Definition: weather_gen.h:18
string_id< material_type > material_id
Definition: type_id.h:92
double convert_velocity(int velocity, const units_type vel_units)
Convert internal velocity units to units defined by user.
const char * velocity_units(const units_type vel_units)
Create a units label for a velocity value.
@ VU_WIND
Definition: units_utility.h:15

References _, item::active, sounds::activity, projectile::add_effect(), Creature::add_effect(), map::add_field(), map::add_item_or_charges(), Creature::add_msg_if_player(), shockwave_data::affects_player, bionic::ammo_count, bionic::ammo_loaded, item::ammo_set(), apply_damage(), Creature::as_avatar(), map::bash(), item_stack::begin(), bio_adrenaline, bio_blood_anal, bio_blood_filter, bio_cqb, bio_earplugs, bio_ears, bio_emp, bio_evap, bio_flashbang, bio_geiger, bio_hydraulics, bio_jointservo, bio_lighter, bio_lockpick, bio_magnet, bio_meteorologist, bio_plutdump, bio_probability_travel, bio_radscrubber, bio_remote, bio_resonator, bio_shockwave, bio_teleport, bio_time_freeze, bio_tools, bio_torsionratchet, bio_water_extractor, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, item::charges, choose_adjacent(), colorize(), sounds::combat, conduct_blood_analysis(), liquid_handler::consume_liquid(), convert_velocity(), shockwave_data::dam_mult, dispose_item(), effect_adrenaline, effect_badpoison, effect_bloodworms, effect_cig, effect_cocaine_high, effect_datura, effect_dermatik, effect_drunk, effect_fungus, effect_hallu, effect_iodine, effect_meth, effect_pblue, effect_pkill1, effect_pkill2, effect_pkill3, effect_pkill_l, effect_poison, effect_stung, effect_teleglow, effect_took_flumed, effect_took_prozac, effect_took_prozac_bad, effect_took_xanax, effect_visuals, effect_weed_high, explosion_handler::emp_blast(), bionic_data::enchantments, item_stack::end(), dealt_projectile_attack::end_point, enough_power_for(), map_stack::erase(), f_null, bionic_data::fake_item, fd_fire, avatar_action::fire_ranged_bionic(), avatar_action::fire_wielded_weapon(), flag_BIONIC_GUN, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, flag_CABLE_SPOOL(), flag_NO_UNWIELD(), flag_SEALED(), explosion_handler::flashbang(), shockwave_data::force, force_comedown(), units::from_kilojoule(), g, get_dirstring(), Creature::get_effect(), get_local_humidity(), get_local_windchill(), get_local_windpower(), get_lockpicking_open_result(), get_map(), get_player_character(), get_power_level(), weather_manager::get_precise(), get_rad(), Creature::get_value(), get_weather(), global_omt_location(), has_active_bionic(), Creature::has_effect(), bionic_data::has_flag(), item::has_flag(), map::has_flag(), map::has_items(), w_point::humidity, map::i_at(), bionic::id, projectile::impact, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), item::invlet, invoke_item(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), map::is_flammable(), is_mounted(), item::is_null(), bionic_data::is_remote_fueled, visitable< Character >::items_with(), itype_water_clean, m_bad, m_good, m_info, m_mixed, m_neutral, martial_arts_data, Creature::mod_moves(), mod_power_level(), mod_rad(), my_bionics, bionic_data::name, lockpicking_open_result::new_furn_type, lockpicking_open_result::new_ter_type, one_in(), lockpicking_open_result::open_message, overmap_buffer, damage_instance::physical(), map::points_in_radius(), pos(), bionic_data::power_activate, bionic::powered, w_point::pressure, print_humidity(), print_pressure(), print_temperature(), projectile_attack(), query_yn(), shockwave_data::radius, projectile::range, reactor_plut, recalculate_enchantment_cache(), Creature::remove_effect(), reset(), reset_encumbrance(), rl_dist(), rng(), set_painkiller(), set_power_level(), set_rad(), set_stim(), explosion_handler::shockwave(), slow_rad, sounds::sound(), projectile::speed, calendar::start_of_cataclysm, string_format(), shockwave_data::stun, behavior::success, t_null, tank_plut, teleport::teleport(), w_point::temperature, overmapbuffer::ter(), item::tname(), units::to_fahrenheit(), units::to_kilojoule(), calendar::turn, map::veh_at(), velocity_units(), VU_WIND, weapon, and weight_capacity().

Referenced by npc::activate_bionic_by_id(), add_bionic(), show_bionics_ui(), and npc::use_bionic_by_id().

◆ activate_mutation()

void Character::activate_mutation ( const trait_id mutation)

Definition at line 470 of file mutation.cpp.

471{
472 const mutation_branch &mdata = mut.obj();
473 char_trait_data &tdata = my_mutations[mut];
474 // You can take yourself halfway to Near Death levels of hunger/thirst.
475 // Fatigue can go to Exhausted.
476 if( !can_use_mutation_warn( mut, *this ) ) {
477 return;
478 }
480 tdata.powered = true;
481
482 if( !mut->enchantments.empty() ) {
484 }
485
486 if( mdata.transform ) {
487 const cata::value_ptr<mut_transform> trans = mdata.transform;
488 mod_moves( - trans->moves );
489 switch_mutations( mut, trans->target, trans->active );
490 return;
491 }
492
493 if( mut == trait_WEB_WEAVER ) {
494 g->m.add_field( pos(), fd_web, 1 );
495 add_msg_if_player( _( "You start spinning web with your spinnerets!" ) );
496 } else if( mut == trait_BURROW ) {
497 tdata.powered = false;
498 item burrowing_item( itype_id( "fake_burrowing" ) );
499 invoke_item( &burrowing_item );
500 return; // handled when the activity finishes
501 } else if( mut == trait_SLIMESPAWNER ) {
502 monster *const slime = g->place_critter_around( mtype_id( "mon_player_blob" ), pos(), 1 );
503 if( !slime ) {
504 // Oops, no room to divide!
505 add_msg_if_player( m_bad, _( "You focus, but are too hemmed in to birth a new slimespring!" ) );
506 tdata.powered = false;
507 return;
508 }
510 _( "You focus, and with a pleasant splitting feeling, birth a new slimespring!" ) );
511 slime->friendly = -1;
512 if( one_in( 3 ) ) {
514 //~ Usual enthusiastic slimespring small voices! :D
515 _( "wow! you look just like me! we should look out for each other!" ) );
516 } else if( one_in( 2 ) ) {
517 //~ Usual enthusiastic slimespring small voices! :D
518 add_msg_if_player( m_good, _( "come on, big me, let's go!" ) );
519 } else {
520 //~ Usual enthusiastic slimespring small voices! :D
521 add_msg_if_player( m_good, _( "we're a team, we've got this!" ) );
522 }
523 tdata.powered = false;
524 return;
525 } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) {
526 vomit();
527 tdata.powered = false;
528 return;
529 } else if( mut == trait_M_FERTILE ) {
530 spores();
531 tdata.powered = false;
532 return;
533 } else if( mut == trait_M_BLOOM ) {
534 blossoms();
535 tdata.powered = false;
536 return;
537 } else if( mut == trait_M_PROVENANCE ) {
538 spores(); // double trouble!
539 blossoms();
540 tdata.powered = false;
541 return;
542 } else if( mut == trait_SELFAWARE ) {
543 print_health();
544 tdata.powered = false;
545 return;
546 } else if( mut == trait_TREE_COMMUNION ) {
547 tdata.powered = false;
548 if( !overmap_buffer.ter( global_omt_location() ).obj().is_wooded() ) {
549 add_msg_if_player( m_info, _( "You can only do that in a wooded area." ) );
550 return;
551 }
552 // Check for adjacent trees.
553 bool adjacent_tree = false;
554 for( const tripoint &p2 : g->m.points_in_radius( pos(), 1 ) ) {
555 if( g->m.has_flag( "TREE", p2 ) ) {
556 adjacent_tree = true;
557 }
558 }
559 if( !adjacent_tree ) {
560 add_msg_if_player( m_info, _( "You can only do that next to a tree." ) );
561 return;
562 }
563
565 add_msg_if_player( _( "You reach out to the trees with your roots." ) );
566 } else {
568 _( "You lay next to the trees letting your hair roots tangle with the trees." ) );
569 }
570
572
574 const time_duration startup_time = has_trait( trait_ROOTS3 ) ? rng( 15_minutes,
575 30_minutes ) : rng( 60_minutes, 90_minutes );
576 activity.values.push_back( to_turns<int>( startup_time ) );
577 return;
578 } else {
579 const time_duration startup_time = rng( 120_minutes, 180_minutes );
580 activity.values.push_back( to_turns<int>( startup_time ) );
581 return;
582 }
583 } else if( mut == trait_DEBUG_BIONIC_POWER ) {
584 mod_max_power_level( 100_kJ );
585 add_msg_if_player( m_good, _( "Bionic power storage increased by 100." ) );
586 tdata.powered = false;
587 return;
588 } else if( mut == trait_DEBUG_BIONIC_POWERGEN ) {
589 int npower;
590 if( query_int( npower, "Modify bionic power by how much? (Values are in joules)" ) ) {
592 add_msg_if_player( m_good, "Bionic power increased by %dJ.", npower );
593 tdata.powered = false;
594 }
595 return;
596 } else if( !mdata.spawn_item.is_empty() ) {
597 item tmpitem( mdata.spawn_item );
598 i_add_or_drop( tmpitem );
600 tdata.powered = false;
601 return;
602 } else if( !mdata.ranged_mutation.is_empty() ) {
605 tdata.powered = false;
606 return;
607 }
608}
mutation_collection my_mutations
Traits / mutations of the character.
Definition: character.h:2110
player_activity activity
Definition: character.h:1548
void mod_max_power_level(const units::energy &npower_max)
Definition: character.cpp:2051
void vomit()
Handles Character vomiting effects.
Definition: character.cpp:7707
void print_health() const
Definition: character.cpp:4207
void blossoms()
Definition: character.cpp:8700
void switch_mutations(const trait_id &switched, const trait_id &target, bool start_powered)
Unset switched mutation and set target mutation instead.
Definition: mutation.cpp:184
void spores()
Definition: character.cpp:8686
bool i_add_or_drop(item &it, int qty=1)
Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.
Definition: character.cpp:2511
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1713
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9099
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
int friendly
Definition: monster.h:473
std::vector< int > values
A duration defined as a number of specific time units.
Definition: calendar.h:180
field_type_id fd_web
Definition: field_type.cpp:340
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_M_FERTILE("M_FERTILE")
static const trait_id trait_BURROW("BURROW")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const trait_id trait_ROOTS2("ROOTS2")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1702
static const trait_id trait_M_BLOOM("M_BLOOM")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_SELFAWARE("SELFAWARE")
static const trait_id trait_DEBUG_BIONIC_POWERGEN("DEBUG_BIONIC_POWERGEN")
static const trait_id trait_NAUSEA("NAUSEA")
static const trait_id trait_M_PROVENANCE("M_PROVENANCE")
static const trait_id trait_TREE_COMMUNION("TREE_COMMUNION")
static const trait_id trait_DEBUG_BIONIC_POWER("DEBUG_BIONIC_POWER")
static const trait_id trait_ROOTS3("ROOTS3")
void fire_ranged_mutation(avatar &you, const item &fake_gun)
Stores fake gun specified by the mutation and starts interactive aiming.
constexpr quantity< value_type, energy_in_joule_tag > from_joule(const value_type v)
Definition: units_energy.h:25
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718
bool powered
Whether the mutation is activated.
Definition: character.h:211
std::string ranged_mutation_message() const
std::string spawn_item_message() const
cata::value_ptr< mut_transform > transform
Definition: mutation.h:153
itype_id spawn_item
The item, if any, spawned by the mutation.
Definition: mutation.h:205
itype_id ranged_mutation
The fake gun, if any, spawned and fired by the ranged mutation.
Definition: mutation.h:243

References _, ACT_TREE_COMMUNION, activity, Creature::add_msg_if_player(), assign_activity(), blossoms(), can_use_mutation_warn(), mutation_branch::enchantments, fd_web, avatar_action::fire_ranged_mutation(), monster::friendly, units::from_joule(), g, global_omt_location(), has_trait(), i_add_or_drop(), invoke_item(), string_id< T >::is_empty(), itype_id, m_bad, m_good, m_info, mod_max_power_level(), Creature::mod_moves(), mod_power_level(), mtype_id, mutation_spend_resources(), my_mutations, string_id< T >::obj(), one_in(), overmap_buffer, pos(), char_trait_data::powered, print_health(), query_int(), mutation_branch::ranged_mutation, mutation_branch::ranged_mutation_message(), recalculate_enchantment_cache(), rng(), mutation_branch::spawn_item, mutation_branch::spawn_item_message(), spores(), switch_mutations(), overmapbuffer::ter(), trait_BURROW, trait_DEBUG_BIONIC_POWER, trait_DEBUG_BIONIC_POWERGEN, trait_M_BLOOM, trait_M_FERTILE, trait_M_PROVENANCE, trait_NAUSEA, trait_ROOTS2, trait_ROOTS3, trait_SELFAWARE, trait_SLIMESPAWNER, trait_TREE_COMMUNION, trait_VOMITOUS, trait_WEB_WEAVER, mutation_branch::transform, player_activity::values, and vomit().

Referenced by show_mutations_ui(), and detail::show_mutations_ui_internal().

◆ active_light()

float Character::active_light ( ) const

Returns character luminosity based on the brightest active item they are carrying.

Definition at line 6289 of file character.cpp.

6290{
6291 float lumination = 0;
6292
6293 int maxlum = 0;
6294 has_item_with( [&maxlum]( const item & it ) {
6295 const int lumit = it.getlight_emit();
6296 if( maxlum < lumit ) {
6297 maxlum = lumit;
6298 }
6299 return false; // continue search, otherwise has_item_with would cancel the search
6300 } );
6301
6302 lumination = static_cast<float>( maxlum );
6303
6304 float mut_lum = 0.0f;
6305 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
6306 if( mut.second.powered ) {
6307 float curr_lum = 0.0f;
6308 for( const auto elem : mut.first->lumination ) {
6309 int coverage = 0;
6310 for( const item &i : worn ) {
6311 if( i.covers( elem.first ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
6312 !i.has_flag( flag_SEMITANGIBLE ) &&
6313 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
6314 coverage += i.get_coverage();
6315 }
6316 }
6317 curr_lum += elem.second * ( 1 - ( coverage / 100.0f ) );
6318 }
6319 mut_lum += curr_lum;
6320 }
6321 }
6322
6323 lumination = std::max( lumination, mut_lum );
6324
6325 if( lumination < 60 && has_active_bionic( bio_flashlight ) ) {
6326 lumination = 60;
6327 } else if( lumination < 25 && has_artifact_with( AEP_GLOW ) ) {
6328 lumination = 25;
6329 } else if( lumination < 5 && ( has_effect( effect_glowing ) ||
6331 has_effect( effect_glowy_led ) ) ) ) {
6332 lumination = 5;
6333 }
6334 return lumination;
6335}
static const efftype_id effect_glowy_led("glowy_led")
static const bionic_id bio_flashlight("bio_flashlight")
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const efftype_id effect_glowing("glowing")
static const std::string flag_AURA("AURA")
static const bionic_id bio_tattoo_led("bio_tattoo_led")
static const std::string flag_PERSONAL("PERSONAL")
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3277
int getlight_emit() const
How much light (see lightmap.cpp) the item emits (it's assumed to be circular).
Definition: item.cpp:8259
bool has_item_with(const std::function< bool(const item &)> &filter) const
Returns true if any item (including those within a container) matches the filter.
Definition: visitable.cpp:104
@ AEP_GLOW
Definition: enums.h:115

References AEP_GLOW, bio_flashlight, bio_tattoo_led, effect_glowing, effect_glowy_led, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), item::getlight_emit(), has_active_bionic(), has_artifact_with(), Creature::has_effect(), visitable< Character >::has_item_with(), my_mutations, and worn.

Referenced by map::apply_character_light(), and character_funcs::fine_detail_vision_mod().

◆ add_addiction()

void Character::add_addiction ( add_type  type,
int  strength 
)

Adds an addiction to the player.

Definition at line 1892 of file suffer.cpp.

1893{
1894 if( type == add_type::NONE ) {
1895 return;
1896 }
1897 time_duration timer = 2_hours;
1898 if( has_trait( trait_ADDICTIVE ) ) {
1899 strength *= 2;
1900 timer = 1_hours;
1901 } else if( has_trait( trait_NONADDICTIVE ) ) {
1902 strength /= 2;
1903 timer = 6_hours;
1904 }
1905 //Update existing addiction
1906 for( auto &i : addictions ) {
1907 if( i.type != type ) {
1908 continue;
1909 }
1910
1911 if( i.sated < 0_turns ) {
1912 i.sated = timer;
1913 } else if( i.sated < 10_minutes ) {
1914 // TODO: Make this variable?
1915 i.sated += timer;
1916 } else {
1917 i.sated += timer / 2;
1918 }
1919 if( i.intensity < MAX_ADDICTION_LEVEL && strength > i.intensity * rng( 2, 5 ) ) {
1920 i.intensity++;
1921 }
1922
1923 add_msg( m_debug, "Updating addiction: %d intensity, %d sated",
1924 i.intensity, to_turns<int>( i.sated ) );
1925
1926 return;
1927 }
1928
1929 // Add a new addiction
1930 const int roll = rng( 0, 100 );
1931 add_msg( m_debug, "Addiction: roll %d vs strength %d", roll, strength );
1932 if( roll < strength ) {
1933 const std::string &type_name = addiction_type_name( type );
1934 add_msg( m_debug, "%s got addicted to %s", disp_name(), type_name );
1935 addictions.emplace_back( type, 1 );
1936 g->events().send<event_type::gains_addiction>( getID(), type );
1937 }
1938}
std::string addiction_type_name(add_type const cur)
Returns the name of an addiction.
Definition: addiction.cpp:253
constexpr int MAX_ADDICTION_LEVEL
Definition: addiction.h:14
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:553
std::vector< addiction > addictions
Definition: character.h:1578
character_id getID() const
Definition: character.cpp:478
@ m_debug
Definition: enums.h:271
@ type
Definition: enums.h:75
void add_msg(std::string msg)
Definition: messages.cpp:884
static const trait_id trait_NONADDICTIVE("NONADDICTIVE")
static const trait_id trait_ADDICTIVE("ADDICTIVE")

References add_msg(), addiction_type_name(), addictions, disp_name(), g, gains_addiction, getID(), has_trait(), m_debug, MAX_ADDICTION_LEVEL, NONE, rng(), trait_ADDICTIVE, trait_NONADDICTIVE, and type.

Referenced by iexamine::flower_poppy(), marloss_common(), and modify_addiction().

◆ add_bionic()

void Character::add_bionic ( const bionic_id b)

Adds a bionic to my_bionics[].

Definition at line 2515 of file bionics.cpp.

2516{
2517 if( has_bionic( b ) ) {
2518 debugmsg( "Tried to install bionic %s that is already installed!", b.c_str() );
2519 return;
2520 }
2521
2522 const units::energy pow_up = b->capacity;
2523 mod_max_power_level( pow_up );
2525 add_msg_if_player( m_good, _( "Increased storage capacity by %i." ),
2526 units::to_kilojoule( pow_up ) );
2527 // Power Storage CBMs are not real bionic units, so return without adding it to my_bionics
2528 return;
2529 }
2530
2531 my_bionics->push_back( bionic( b, get_free_invlet( *my_bionics ) ) );
2532 if( b == bio_tools || b == bio_ears ) {
2533 activate_bionic( my_bionics->back() );
2534 }
2535
2536 for( const bionic_id &inc_bid : b->included_bionics ) {
2537 add_bionic( inc_bid );
2538 }
2539
2540 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2541 const spell_id learned_spell = spell_pair.first;
2542 if( learned_spell->spell_class != trait_id( "NONE" ) ) {
2543 const trait_id spell_class = learned_spell->spell_class;
2544 // spells you learn from a bionic overwrite the opposite spell class.
2545 // for best UX, include those spell classes in "canceled_mutations"
2546 if( !has_trait( spell_class ) ) {
2547 set_mutation( spell_class );
2548 on_mutation_gain( spell_class );
2549 add_msg_if_player( spell_class->desc() );
2550 }
2551 }
2552 if( !magic->knows_spell( learned_spell ) ) {
2553 magic->learn_spell( learned_spell, *this, true );
2554 }
2555 spell &known_spell = magic->get_spell( learned_spell );
2556 // spells you learn from installing a bionic upgrade spells you know if they are the same
2557 if( known_spell.get_level() < spell_pair.second ) {
2558 known_spell.set_level( spell_pair.second );
2559 }
2560 }
2561
2564 if( !b->enchantments.empty() ) {
2566 }
2567}
static const bionic_id bio_power_storage("bio_power_storage")
static const bionic_id bio_power_storage_mkII("bio_power_storage_mkII")
char get_free_invlet(bionic_collection &bionics)
Definition: bionics_ui.cpp:177
bool activate_bionic(bionic &bio, bool eff_only=false)
Handles bionic activation effects of the entered bionic, returns if anything activated.
Definition: bionics.cpp:531
void on_mutation_gain(const trait_id &mid)
Called when a mutation is gained.
Definition: character.cpp:9800
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1929
void add_bionic(const bionic_id &b)
Adds a bionic to my_bionics[].
Definition: bionics.cpp:2515
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1744
void set_mutation(const trait_id &)
Add or removes a mutation on the player, but does not trigger mutation loss/gain effects.
Definition: mutation.cpp:154
pimpl< known_magic > magic
Definition: character.h:1450
trait_id spell_class
Definition: magic.h:236
Definition: magic.h:286
int get_level() const
Definition: magic.cpp:1034
void set_level(int nlevel)
Definition: magic.cpp:612
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
constexpr double b
Definition: magic.cpp:1031
std::string desc() const

References _, activate_bionic(), add_bionic(), Creature::add_msg_if_player(), b, bio_ears, bio_power_storage, bio_power_storage_mkII, bio_tools, debugmsg, mutation_branch::desc(), get_free_invlet(), spell::get_level(), has_bionic(), has_trait(), m_good, magic, mod_max_power_level(), my_bionics, on_mutation_gain(), recalc_sight_limits(), recalculate_enchantment_cache(), reset_encumbrance(), spell::set_level(), set_mutation(), spell_type::spell_class, and units::to_kilojoule().

Referenced by add_bionic(), bionics_install_failure(), avatar::create(), deactivate_bionic(), player::load(), perform_install(), and npc::randomize().

◆ add_known_trap()

void Character::add_known_trap ( const tripoint pos,
const trap t 
)

Definition at line 10157 of file character.cpp.

10158{
10159 const tripoint p = get_map().getabs( pos );
10160 if( t.is_null() ) {
10161 known_traps.erase( p );
10162 } else {
10163 // TODO: known_traps should map to a trap_str_id
10164 known_traps[p] = t.id.str();
10165 }
10166}
trap_map known_traps
Definition: character.h:2099
tripoint getabs(const tripoint &p) const
Translates local (to this map) coordinates of a square to global absolute coordinates.
Definition: map.cpp:8275
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245
trap_str_id id
Definition: trap.h:87

References get_map(), map::getabs(), trap::id, trap::is_null(), known_traps, pos(), and string_id< T >::str().

Referenced by vehicle::handle_trap(), place_and_add_as_known(), and character_funcs::search_surroundings().

◆ add_miss_reason()

void Character::add_miss_reason ( const std::string &  reason,
unsigned int  weight 
)

Adds a reason for why the player would miss a melee attack.

To possibly be messaged to the player when he misses a melee attack.

Parameters
reasonA message for the player that gives a reason for him missing.
weightThe weight used when choosing what reason to pick when the player misses.

Definition at line 318 of file melee.cpp.

319{
320 melee_miss_reasons.add( reason, weight );
321
322}
struct weighted_int_list< std::string > melee_miss_reasons
Definition: character.h:2225

References melee_miss_reasons.

Referenced by temperature_effect::apply(), eff_fun_hallu(), get_miss_reason(), hardcoded_effects(), process_one_effect(), reset_stats(), and suffer_in_sunlight().

◆ add_morale()

void Character::add_morale ( const morale_type type,
int  bonus,
int  max_bonus = 0,
const time_duration duration = 1_hours,
const time_duration decay_start = 30_minutes,
bool  capped = false,
const itype item_type = nullptr 
)

Definition at line 9001 of file character.cpp.

9004{
9005 if( item_type != nullptr ) {
9006 morale->add( type, bonus, max_bonus, duration, decay_start, capped, *item_type );
9007 } else {
9008 morale->add( type, bonus, max_bonus, duration, decay_start, capped );
9009 }
9010}
pimpl< player_morale > morale
Definition: character.h:2163

References morale, and type.

Referenced by addict_effect(), apply_persistent_morale(), apply_wetness_morale(), iuse::artifact(), iuse::bell(), iuse::blech(), debug_menu::character_edit_menu(), iuse::datura(), monster::die(), avatar::do_read(), iuse::einktabletpc(), npc::finish_read(), player::fire_gun(), activity_handlers::generic_game_do_turn(), activity_handlers::haircut_finish(), hardcoded_effects(), marloss_add(), marloss_common(), activity_handlers::meditate_finish(), modify_morale(), spell_effect::morale(), iuse::mycus(), iuse::plantblech(), iuse::play_music(), activity_handlers::play_with_pet_finish(), iuse::portable_game(), game::process_artifact(), process_bionic(), firestarter_actor::resolve_firestarter_use(), set_up_butchery_activity(), activity_handlers::shaving_finish(), game::start_game(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_schizophrenia(), suffer_while_awake(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), enzlave_actor::use(), musical_instrument_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), activity_handlers::vibe_do_turn(), activity_handlers::vibe_finish(), and avatar::vomit().

◆ addiction_level()

int Character::addiction_level ( add_type  type) const

Returns the intensity of the specified addiction.

Definition at line 1961 of file suffer.cpp.

1962{
1963 auto iter = std::find_if( addictions.begin(), addictions.end(),
1964 [type]( const addiction & ad ) {
1965 return ad.type == type;
1966 } );
1967 return iter != addictions.end() ? iter->intensity : 0;
1968}

References addictions, and type.

Referenced by iuse::ecig(), mend(), process_one_effect(), and iuse::smoking().

◆ adjacent_tile()

tripoint Character::adjacent_tile ( ) const

Returns an unoccupied, safe adjacent point.

If none exists, returns player position.

Definition at line 7755 of file character.cpp.

7756{
7757 std::vector<tripoint> ret;
7758 int dangerous_fields = 0;
7759 map &here = get_map();
7760 for( const tripoint &p : here.points_in_radius( pos(), 1 ) ) {
7761 if( p == pos() ) {
7762 // Don't consider player position
7763 continue;
7764 }
7765 const trap &curtrap = here.tr_at( p );
7766 if( g->critter_at( p ) == nullptr && here.passable( p ) &&
7767 ( curtrap.is_null() || curtrap.is_benign() ) ) {
7768 // Only consider tile if unoccupied, passable and has no traps
7769 dangerous_fields = 0;
7770 auto &tmpfld = here.field_at( p );
7771 for( auto &fld : tmpfld ) {
7772 const field_entry &cur = fld.second;
7773 if( cur.is_dangerous() ) {
7774 dangerous_fields++;
7775 }
7776 }
7777
7778 if( dangerous_fields == 0 && ! get_map().obstructed_by_vehicle_rotation( pos(), p ) ) {
7779 ret.push_back( p );
7780 }
7781 }
7782 }
7783
7784 return random_entry( ret, pos() ); // player position if no valid adjacent tiles
7785}
An active or passive effect existing on a tile.
Definition: field.h:20
bool is_dangerous() const
Definition: field.h:78
const trap & tr_at(const tripoint &p) const
Definition: map.cpp:5139
const field & field_at(const tripoint &p) const
Get the fields that are here.
Definition: map.cpp:5301
bool passable(const tripoint &p) const
Definition: map.cpp:1800
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
Definition: trap.h:86
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References map::field_at(), g, get_map(), trap::is_benign(), field_entry::is_dangerous(), trap::is_null(), map::passable(), map::points_in_radius(), pos(), random_entry(), cata::hash64_detail::ret, and map::tr_at().

Referenced by player::uncanny_dodge(), and vomit().

◆ adjust_for_focus()

int Character::adjust_for_focus ( int  amount) const

Definition at line 9838 of file character.cpp.

9839{
9840 int effective_focus = focus_pool;
9841 if( has_trait( trait_FASTLEARNER ) ) {
9842 effective_focus += 15;
9843 }
9844 if( has_active_bionic( bio_memory ) ) {
9845 effective_focus += 10;
9846 }
9847 if( has_trait( trait_SLOWLEARNER ) ) {
9848 effective_focus -= 15;
9849 }
9850 effective_focus += ( get_int() - get_option<int>( "INT_BASED_LEARNING_BASE_VALUE" ) ) *
9851 get_option<int>( "INT_BASED_LEARNING_FOCUS_ADJUSTMENT" );
9852 double tmp = amount * ( effective_focus / 100.0 );
9853 return roll_remainder( tmp );
9854}
static const trait_id trait_FASTLEARNER("FASTLEARNER")
static const bionic_id bio_memory("bio_memory")
static const trait_id trait_SLOWLEARNER("SLOWLEARNER")
int focus_pool
Definition: character.h:1567
virtual int get_int() const
Definition: character.cpp:4088

References bio_memory, focus_pool, get_int(), has_active_bionic(), has_trait(), roll_remainder(), trait_FASTLEARNER, and trait_SLOWLEARNER.

Referenced by spell::casting_exp(), avatar::do_read(), and player::practice().

◆ age()

int Character::age ( ) const

Definition at line 6813 of file character.cpp.

6814{
6815 int years_since_cataclysm = to_turns<int>( calendar::turn - calendar::turn_zero ) /
6816 to_turns<int>( calendar::year_length() );
6817 return init_age + years_since_cataclysm;
6818}
int init_age
age in years at character creation
Definition: character.h:2093
time_duration year_length()
Definition: calendar.cpp:461
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26

References init_age, calendar::turn, calendar::turn_zero, and calendar::year_length().

Referenced by age_string(), and set_base_age().

◆ age_string()

std::string Character::age_string ( ) const

Definition at line 6820 of file character.cpp.

6821{
6822 //~ how old the character is in years. try to limit number of characters to fit on the screen
6823 std::string unformatted = _( "%d years" );
6824 return string_format( unformatted, age() );
6825}
int age() const
Definition: character.cpp:6813

References _, age(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ aim_cap_from_volume()

double Character::aim_cap_from_volume ( const item gun) const

Definition at line 651 of file character.cpp.

652{
653 skill_id gun_skill = gun.gun_skill();
654 double aim_cap = std::min( 49.0, 49.0 - static_cast<float>( gun.volume() / 75_ml ) );
655 // TODO: also scale with skill level.
656 if( gun_skill == skill_smg ) {
657 aim_cap = std::max( 12.0, aim_cap );
658 } else if( gun_skill == skill_shotgun ) {
659 aim_cap = std::max( 12.0, aim_cap );
660 } else if( gun_skill == skill_pistol ) {
661 aim_cap = std::max( 15.0, aim_cap * 1.25 );
662 } else if( gun_skill == skill_rifle ) {
663 aim_cap = std::max( 7.0, aim_cap - 5.0 );
664 } else if( gun_skill == skill_archery ) {
665 aim_cap = std::max( 13.0, aim_cap );
666 } else { // Launchers, etc.
667 aim_cap = std::max( 10.0, aim_cap );
668 }
669 return aim_cap;
670}
static const skill_id skill_shotgun("shotgun")
static const skill_id skill_archery("archery")
static const skill_id skill_smg("smg")
static const skill_id skill_rifle("rifle")
static const skill_id skill_pistol("pistol")
skill_id gun_skill() const
The skill used to operate the gun.
Definition: item.cpp:7061
units::volume volume(bool integral=false) const
Total volume of an item accounting for all contained/integrated items NOTE: Result is rounded up to n...
Definition: item.cpp:5026

References item::gun_skill(), skill_archery, skill_pistol, skill_rifle, skill_shotgun, skill_smg, and item::volume().

Referenced by aim_per_move().

◆ aim_per_move()

double Character::aim_per_move ( const item gun,
double  recoil 
) const
Dexterity increases aiming speed

Definition at line 672 of file character.cpp.

673{
674 if( !gun.is_gun() ) {
675 return 0.0;
676 }
677
678 std::pair<int, int> best_sight = get_fastest_sight( gun, recoil );
679 int sight_speed_modifier = best_sight.first;
680 int limit = best_sight.second;
681 if( sight_speed_modifier == INT_MIN ) {
682 // No suitable sights (already at maximum aim).
683 return 0;
684 }
685
686 // Overall strategy for determining aim speed is to sum the factors that contribute to it,
687 // then scale that speed by current recoil level.
688 // Player capabilities make aiming faster, and aim speed slows down as it approaches 0.
689 // Base speed is non-zero to prevent extreme rate changes as aim speed approaches 0.
690 double aim_speed = 10.0;
691
692 skill_id gun_skill = gun.gun_skill();
693 // Ranges [0 - 10]
694 aim_speed += aim_speed_skill_modifier( gun_skill );
695
696 // Range [0 - 12]
697 /** @EFFECT_DEX increases aiming speed */
698 aim_speed += aim_speed_dex_modifier();
699
700 // Range [0 - 10]
701 aim_speed += sight_speed_modifier;
702
703 // Each 5 points (combined) of hand encumbrance decreases aim speed by one unit.
704 aim_speed -= aim_speed_encumbrance_modifier();
705
706 aim_speed = std::min( aim_speed, aim_cap_from_volume( gun ) );
707
708 // Just a raw scaling factor.
709 aim_speed *= 6.5;
710
711 // Scale rate logistically as recoil goes from MAX_RECOIL to 0.
712 aim_speed *= 1.0 - logarithmic_range( 0, MAX_RECOIL, recoil );
713
714 // Minimum improvement is 5MoA. This mostly puts a cap on how long aiming for sniping takes.
715 aim_speed = std::max( aim_speed, 5.0 );
716
717 // Never improve by more than the currently used sights permit.
718 return std::min( aim_speed, recoil - limit );
719}
double logarithmic_range(int min, int max, int pos)
Normalized logistic function.
double recoil
Definition: character.h:592
std::pair< int, int > get_fastest_sight(const item &gun, double recoil) const
Definition: character.cpp:584
double aim_speed_skill_modifier(const skill_id &gun_skill) const
Definition: character.cpp:625
double aim_speed_encumbrance_modifier() const
Definition: character.cpp:646
double aim_cap_from_volume(const item &gun) const
Definition: character.cpp:651
double aim_speed_dex_modifier() const
Definition: character.cpp:641
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6402
constexpr double MAX_RECOIL

References aim_cap_from_volume(), aim_speed_dex_modifier(), aim_speed_encumbrance_modifier(), aim_speed_skill_modifier(), get_fastest_sight(), item::gun_skill(), item::is_gun(), logarithmic_range(), MAX_RECOIL, and recoil.

Referenced by npc::aim(), do_aim(), player::gun_engagement_moves(), item::gun_info(), npc::method_of_attack(), and target_ui::panel_fire_mode_aim().

◆ aim_speed_dex_modifier()

double Character::aim_speed_dex_modifier ( ) const

Definition at line 641 of file character.cpp.

642{
643 return get_dex() - 8;
644}
virtual int get_dex() const
Definition: character.cpp:4080

References get_dex().

Referenced by aim_per_move().

◆ aim_speed_encumbrance_modifier()

double Character::aim_speed_encumbrance_modifier ( ) const

Definition at line 646 of file character.cpp.

647{
648 return ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 10.0;
649}
int encumb(body_part bp) const
Returns ENC provided by armor, etc.
Definition: character.cpp:4013

References bp_hand_l, bp_hand_r, and encumb().

Referenced by aim_per_move(), and get_encumbrance_description().

◆ aim_speed_skill_modifier()

double Character::aim_speed_skill_modifier ( const skill_id gun_skill) const
Pistol increases aiming speed for pistols Smg increases aiming speed for SMGs Rifle increases aiming speed for rifles Shotgun increases aiming speed for shotguns Launcher increases aiming speed for launchers

Definition at line 625 of file character.cpp.

626{
627 double skill_mult = 1.0;
628 if( gun_skill == skill_pistol ) {
629 skill_mult = 2.0;
630 } else if( gun_skill == skill_rifle ) {
631 skill_mult = 0.9;
632 }
633 /** @EFFECT_PISTOL increases aiming speed for pistols */
634 /** @EFFECT_SMG increases aiming speed for SMGs */
635 /** @EFFECT_RIFLE increases aiming speed for rifles */
636 /** @EFFECT_SHOTGUN increases aiming speed for shotguns */
637 /** @EFFECT_LAUNCHER increases aiming speed for launchers */
638 return skill_mult * std::min( MAX_SKILL, get_skill_level( gun_skill ) );
639}
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3413
static constexpr int MAX_SKILL

References get_skill_level(), MAX_SKILL, skill_pistol, and skill_rifle.

Referenced by aim_per_move().

◆ all_items_with_flag()

std::vector< const item * > Character::all_items_with_flag ( const std::string &  flag) const

All items that have the given flag (item::has_flag).

Definition at line 9501 of file character.cpp.

9502{
9503 return items_with( [&flag]( const item & it ) {
9504 return it.has_flag( flag );
9505 } );
9506}

References item::has_flag(), and visitable< Character >::items_with().

Referenced by iexamine::choose_fertilizer(), iexamine::dimensional_portal(), has_fire(), and use_fire().

◆ allergy_type()

morale_type Character::allergy_type ( const item food) const

Returns allergy type or MORALE_NULL if not allergic for this character.

Definition at line 612 of file consumption.cpp.

613{
614 using allergy_tuple = std::tuple<trait_id, std::string, morale_type>;
615 static const std::array<allergy_tuple, 8> allergy_tuples = {{
622 }
623 };
624
625 for( const auto &tp : allergy_tuples ) {
626 if( has_trait( std::get<0>( tp ) ) &&
627 food.has_flag( std::get<1>( tp ) ) ) {
628 return std::get<2>( tp );
629 }
630 }
631
632 return MORALE_NULL;
633}
static const std::string flag_ALLERGEN_MILK("ALLERGEN_MILK")
static const std::string flag_ALLERGEN_VEGGY("ALLERGEN_VEGGY")
static const std::string flag_ALLERGEN_JUNK("ALLERGEN_JUNK")
static const std::string flag_ALLERGEN_FRUIT("ALLERGEN_FRUIT")
static const trait_id trait_ANTIWHEAT("ANTIWHEAT")
static const trait_id trait_ANTIJUNK("ANTIJUNK")
static const trait_id trait_VEGETARIAN("VEGETARIAN")
static const trait_id trait_LACTOSE("LACTOSE")
static const std::string flag_ALLERGEN_WHEAT("ALLERGEN_WHEAT")
static const std::string flag_ALLERGEN_MEAT("ALLERGEN_MEAT")
static const trait_id trait_MEATARIAN("MEATARIAN")
static const trait_id trait_ANTIFRUIT("ANTIFRUIT")
const morale_type MORALE_MEATARIAN("morale_meatarian")
const morale_type MORALE_ANTIJUNK("morale_antijunk")
const morale_type MORALE_ANTIWHEAT("morale_antiwheat")
const morale_type MORALE_ANTIFRUIT("morale_antifruit")
const morale_type MORALE_LACTOSE("morale_lactose")
const morale_type MORALE_VEGETARIAN("morale_vegetarian")
const morale_type MORALE_NULL("morale_null")

References flag_ALLERGEN_FRUIT(), flag_ALLERGEN_JUNK(), flag_ALLERGEN_MEAT(), flag_ALLERGEN_MILK(), flag_ALLERGEN_VEGGY(), flag_ALLERGEN_WHEAT(), item::has_flag(), has_trait(), MORALE_ANTIFRUIT, MORALE_ANTIJUNK, MORALE_ANTIWHEAT, MORALE_LACTOSE, MORALE_MEATARIAN, MORALE_NULL, MORALE_VEGETARIAN, trait_ANTIFRUIT, trait_ANTIJUNK, trait_ANTIWHEAT, trait_LACTOSE, trait_MEATARIAN, and trait_VEGETARIAN.

Referenced by item::color_in_inventory(), item::food_info(), modify_morale(), and will_eat().

◆ allocated_invlets()

invlets_bitset Character::allocated_invlets ( ) const

Only use for UI things.

Returns all invlets that are currently used in the player inventory, the weapon slot and the worn items.

Definition at line 2599 of file character.cpp.

2600{
2602
2603 invlets.set( weapon.invlet );
2604 for( const auto &w : worn ) {
2605 invlets.set( w.invlet );
2606 }
2607
2608 invlets[0] = false;
2609
2610 return invlets;
2611}
inventory inv
Definition: character.h:1551
invlets_bitset allocated_invlets() const
Definition: inventory.cpp:1261
std::bitset< std::numeric_limits< char >::max()> invlets_bitset
Definition: inventory.h:36

References inventory::allocated_invlets(), inv, item::invlet, weapon, and worn.

Referenced by inventory::assign_empty_invlet(), game_menus::inv::common(), and i_add().

◆ ammo_count_for()

int Character::ammo_count_for ( const item gun)

Counts ammo and UPS charges (lower of) for a given gun on the character.

Definition at line 6427 of file character.cpp.

6428{
6430 if( !gun.is_gun() ) {
6431 return ret;
6432 }
6433
6434 int required = gun.ammo_required();
6435
6436 if( required > 0 ) {
6437 int total_ammo = 0;
6438 total_ammo += gun.ammo_remaining();
6439
6440 bool has_mag = gun.magazine_integral();
6441
6442 const auto found_ammo = find_ammo( gun, true, -1 );
6443 int loose_ammo = 0;
6444 for( const auto &ammo : found_ammo ) {
6445 if( ammo->is_magazine() ) {
6446 has_mag = true;
6447 total_ammo += ammo->ammo_remaining();
6448 } else if( ammo->is_ammo() ) {
6449 loose_ammo += ammo->charges;
6450 }
6451 }
6452
6453 if( has_mag ) {
6454 total_ammo += loose_ammo;
6455 }
6456
6457 ret = std::min( ret, total_ammo / required );
6458 }
6459
6460 int ups_drain = gun.get_gun_ups_drain();
6461 if( ups_drain > 0 ) {
6462 ret = std::min( ret, charges_of( itype_UPS ) / ups_drain );
6463 }
6464
6465 return ret;
6466}
static const itype_id itype_UPS("UPS")
std::vector< item_location > find_ammo(const item &obj, bool empty=true, int radius=1) const
Searches for ammo or magazines that can be used to reload obj.
Definition: character.cpp:2733
static const int INFINITE_CHARGES
Definition: item.h:2155
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7261
int ammo_required() const
Quantity of ammunition consumed per usage of tool or with each shot of gun.
Definition: item.cpp:7331
bool magazine_integral() const
Does item have an integral magazine (as opposed to allowing detachable magazines)
Definition: item.cpp:7539
int get_gun_ups_drain() const
Definition: item.cpp:9804
int charges_of(const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
Count maximum available charges from this instance and any contained items.
Definition: visitable.cpp:943

References item::ammo_remaining(), item::ammo_required(), visitable< Character >::charges_of(), find_ammo(), item::get_gun_ups_drain(), item::INFINITE_CHARGES, item::is_gun(), itype_UPS, item::magazine_integral(), and cata::hash64_detail::ret.

Referenced by give_item_to().

◆ amount_of_storage_bionics()

std::pair< int, int > Character::amount_of_storage_bionics ( ) const

Returns amount of Storage CBMs in the corpse.

Definition at line 2611 of file bionics.cpp.

2612{
2614
2615 // exclude amount of power capacity obtained via non-power-storage CBMs
2616 for( const bionic &it : *my_bionics ) {
2617 lvl -= it.info().capacity;
2618 }
2619
2620 std::pair<int, int> results( 0, 0 );
2621 if( lvl <= 0_kJ ) {
2622 return results;
2623 }
2624
2625 const units::energy pow_mkI = bio_power_storage->capacity;
2627
2628 while( lvl >= std::min( pow_mkI, pow_mkII ) ) {
2629 if( one_in( 2 ) ) {
2630 if( lvl >= pow_mkI ) {
2631 results.first++;
2632 lvl -= pow_mkI;
2633 }
2634 } else {
2635 if( lvl >= pow_mkII ) {
2636 results.second++;
2637 lvl -= pow_mkII;
2638 }
2639 }
2640 }
2641 return results;
2642}
units::energy get_max_power_level() const
Definition: character.cpp:2024
units::energy capacity
Power bank size.
Definition: bionics.h:45

References bio_power_storage, bio_power_storage_mkII, bionic_data::capacity, get_max_power_level(), my_bionics, and one_in().

Referenced by place_corpse().

◆ amount_worn()

int Character::amount_worn ( const itype_id id) const

Returns the amount of item ‘type’ that is currently worn.

Definition at line 2293 of file character.cpp.

2294{
2295 int amount = 0;
2296 for( auto &elem : worn ) {
2297 if( elem.typeId() == id ) {
2298 ++amount;
2299 }
2300 }
2301 return amount;
2302}

References worn.

Referenced by can_wear().

◆ apply_damage()

void Character::apply_damage ( Creature source,
bodypart_id  hurt,
int  dam,
bool  bypass_med = false 
)
overridevirtual

Actually hurt the player, hurts a body_part directly, no armor reduction.

Implements Creature.

Definition at line 8312 of file character.cpp.

8314{
8316 // don't do any more damage if we're already dead
8317 // Or if we're debugging and don't want to die
8318 return;
8319 }
8320
8321 if( hurt == bodypart_id( "num_bp" ) ) {
8322 debugmsg( "Wacky body part hurt!" );
8323 hurt = bodypart_id( "torso" );
8324 }
8325
8326 mod_pain( dam / 2 );
8327
8328 const bodypart_id &part_to_damage = hurt->main_part;
8329
8330 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( part_to_damage ) );
8331
8332 mod_part_hp_cur( part_to_damage, - dam_to_bodypart );
8334
8335 if( !weapon.is_null() && !as_player()->can_wield( weapon ).success() &&
8336 can_unwield( weapon ).success() ) {
8337 add_msg_if_player( _( "You are no longer able to wield your %s and drop it!" ),
8338 weapon.display_name() );
8340 i_rem( &weapon );
8341 }
8342 if( has_effect( effect_mending, part_to_damage->token ) ) {
8343 effect &e = get_effect( effect_mending, part_to_damage->token );
8344 float remove_mend = dam / 20.0f;
8345 e.mod_duration( -e.get_max_duration() * remove_mend );
8346 }
8347
8348 if( dam > get_painkiller() ) {
8349 on_hurt( source );
8350 }
8351
8352 if( is_dead_state() ) {
8353 // if the player killed himself, add it to the kill count list
8354 if( !is_npc() && !killer && source == g->u.as_character() ) {
8356 get_name() );
8357 }
8358 set_killer( source );
8359 }
8360
8361 if( !bypass_med ) {
8362 // remove healing effects if damaged
8363 int remove_med = roll_remainder( dam / 5.0f );
8364 if( remove_med > 0 && has_effect( effect_bandaged, part_to_damage->token ) ) {
8365 remove_med -= reduce_healing_effect( effect_bandaged, remove_med, part_to_damage );
8366 }
8367 if( remove_med > 0 && has_effect( effect_disinfected, part_to_damage->token ) ) {
8368 reduce_healing_effect( effect_disinfected, remove_med, part_to_damage );
8369 }
8370 }
8371}
void put_into_vehicle_or_drop(Character &c, item_drop_reason, const std::list< item > &items)
static const trait_id trait_DEBUG_NODMG("DEBUG_NODMG")
static const efftype_id effect_bandaged("bandaged")
static const efftype_id effect_disinfected("disinfected")
static const efftype_id effect_mending("mending")
void mod_pain(int npain) override
Modifies a pain value by player traits before passing it to Creature::mod_pain()
Definition: character.cpp:884
int get_painkiller() const
Returns intensity of painkillers
Definition: character.cpp:9714
item i_rem(int pos)
Remove a specific item from player possession.
Definition: character.cpp:2476
int reduce_healing_effect(const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
Reduce healing effect intensity, return initial intensity of the effect.
Definition: character.cpp:8529
void on_hurt(Creature *source, bool disturb=true)
Handles effects that happen when the player is damaged and aware of the fact.
Definition: character.cpp:8602
ret_val< bool > can_unwield(const item &it) const
Check player capable of unwielding an item.
Definition: character.cpp:3212
bool is_dead_state() const override
Returns true if the character should be dead.
Definition: character.cpp:483
std::string get_name() const override
Definition: character.cpp:5977
void mod_part_hp_cur(const bodypart_id &id, int mod)
Definition: creature.cpp:1595
int get_part_hp_cur(const bodypart_id &id) const
Definition: creature.cpp:1565
virtual player * as_player()
Definition: creature.h:122
void set_killer(Creature *killer)
Definition: creature.cpp:1436
virtual bool is_npc() const
Definition: creature.h:98
Creature * killer
Definition: creature.h:800
Definition: effect.h:161
void mod_duration(const time_duration &dur, bool alert=false)
Mods the duration, capping at max_duration if it exists.
Definition: effect.cpp:821
time_duration get_max_duration() const
Returns the maximum duration of an effect.
Definition: effect.cpp:801
void send(const cata::event &) const
Definition: event_bus.cpp:58
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4741
ret_val< bool > can_wield(const item &it) const
Check player capable of wielding an item.
Definition: player.cpp:1234
@ character_takes_damage
@ character_kills_character
event_bus & get_event_bus()
Definition: game.cpp:12011

References _, Creature::add_msg_if_player(), Creature::as_player(), can_unwield(), player::can_wield(), character_kills_character, character_takes_damage, debugmsg, item::display_name(), effect_bandaged, effect_disinfected, effect_mending, g, Creature::get_effect(), get_event_bus(), effect::get_max_duration(), get_name(), get_painkiller(), Creature::get_part_hp_cur(), get_player_character(), getID(), Creature::has_effect(), has_trait(), i_rem(), is_dead_state(), Creature::is_npc(), item::is_null(), Creature::killer, effect::mod_duration(), mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), put_into_vehicle_or_drop(), reduce_healing_effect(), roll_remainder(), event_bus::send(), Creature::set_killer(), trait_DEBUG_NODMG, tumbling, and weapon.

Referenced by activate_bionic(), iuse::blech(), cough(), debug_menu::debug(), do_damage_for_bionic_failure(), eff_fun_bleed(), eff_fun_fungus(), iuse::ehandcuffs(), game::find_or_make_stairs(), heal_actor::finish_using(), iexamine::flower_cactus(), iexamine::flower_poppy(), game::handle_action(), start_location::handle_heli_crash(), hardcoded_effects(), player::knock_back_to(), activity_handlers::operation_do_turn(), process_one_effect(), suffer_from_radiation(), suffer_from_sunburn(), suffer_water_damage(), and suffer_while_underwater().

◆ apply_mods()

void Character::apply_mods ( const trait_id mut,
bool  add_remove 
)
protected

Applies stat mods to character.

Definition at line 206 of file mutation.cpp.

207{
208 int sign = add_remove ? 1 : -1;
209 int str_change = get_mod( mut, "STR" );
210 str_max += sign * str_change;
211 per_max += sign * get_mod( mut, "PER" );
212 dex_max += sign * get_mod( mut, "DEX" );
213 int_max += sign * get_mod( mut, "INT" );
214
215 if( str_change != 0 ) {
216 recalc_hp();
217 }
218}
void recalc_hp()
Recalculates HP after a change to max strength.
Definition: character.cpp:1697
int get_mod(const trait_id &mut, const std::string &arg) const
Retrieves a stat mod of a mutation.
Definition: mutation.cpp:195

References dex_max, get_mod(), int_max, per_max, recalc_hp(), and str_max.

Referenced by deactivate_mutation(), mutation_effect(), mutation_loss_effect(), mutation_spend_resources(), and suffer_mutation_power().

◆ apply_persistent_morale()

void Character::apply_persistent_morale ( )

Ensures persistent morale effects are up-to-date.

Definition at line 8916 of file character.cpp.

8917{
8918 // Hoarders get a morale penalty if they're not carrying a full inventory.
8919 if( has_trait( trait_HOARDER ) ) {
8920 int pen = ( volume_capacity() - volume_carried() ) / 125_ml;
8921 if( pen > 70 ) {
8922 pen = 70;
8923 }
8924 if( pen <= 0 ) {
8925 pen = 0;
8926 }
8927 if( has_effect( effect_took_xanax ) ) {
8928 pen = pen / 7;
8929 } else if( has_effect( effect_took_prozac ) ) {
8930 pen = pen / 2;
8931 }
8932 if( pen > 0 ) {
8933 add_morale( MORALE_PERM_HOARDER, -pen, -pen, 1_minutes, 1_minutes, true );
8934 }
8935 }
8936 // Nomads get a morale penalty if they stay near the same overmap tiles too long.
8938 const tripoint_abs_omt ompos = global_omt_location();
8939 float total_time = 0;
8940 // Check how long we've stayed in any overmap tile within 5 of us.
8941 const int max_dist = 5;
8942 for( const tripoint_abs_omt &pos : points_in_radius( ompos, max_dist ) ) {
8943 const float dist = rl_dist( ompos, pos );
8944 if( dist > max_dist ) {
8945 continue;
8946 }
8947 const auto iter = overmap_time.find( pos.xy() );
8948 if( iter == overmap_time.end() ) {
8949 continue;
8950 }
8951 // Count time in own tile fully, tiles one away as 4/5, tiles two away as 3/5, etc.
8952 total_time += to_moves<float>( iter->second ) * ( max_dist - dist ) / max_dist;
8953 }
8954 // Characters with higher tiers of Nomad suffer worse morale penalties, faster.
8955 int max_unhappiness;
8956 float min_time, max_time;
8957 if( has_trait( trait_NOMAD ) ) {
8958 max_unhappiness = 20;
8959 min_time = to_moves<float>( 2_days );
8960 max_time = to_moves<float>( 4_days );
8961 } else if( has_trait( trait_NOMAD2 ) ) {
8962 max_unhappiness = 40;
8963 min_time = to_moves<float>( 1_days );
8964 max_time = to_moves<float>( 2_days );
8965 } else { // traid_NOMAD3
8966 max_unhappiness = 60;
8967 min_time = to_moves<float>( 12_hours );
8968 max_time = to_moves<float>( 1_days );
8969 }
8970 // The penalty starts at 1 at min_time and scales up to max_unhappiness at max_time.
8971 const float t = ( total_time - min_time ) / ( max_time - min_time );
8972 const int pen = std::ceil( lerp_clamped( 0, max_unhappiness, t ) );
8973 if( pen > 0 ) {
8974 add_morale( MORALE_PERM_NOMAD, -pen, -pen, 1_minutes, 1_minutes, true );
8975 }
8976 }
8977
8978 if( has_trait( trait_PROF_FOODP ) ) {
8979 // Loosing your face is distressing
8980 if( !( is_wearing( itype_id( "foodperson_mask" ) ) ||
8981 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
8982 add_morale( MORALE_PERM_NOFACE, -20, -20, 1_minutes, 1_minutes, true );
8983 } else if( is_wearing( itype_id( "foodperson_mask" ) ) ||
8984 is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
8986 }
8987
8988 if( is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
8989 add_morale( MORALE_PERM_FPMODE_ON, 10, 10, 1_minutes, 1_minutes, true );
8990 } else {
8992 }
8993 }
8994}
constexpr T lerp_clamped(const T &min, const T &max, float t)
Linear interpolation with t clamped to [0, 1].
Definition: cata_utility.h:162
static const efftype_id effect_took_prozac("took_prozac")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static const trait_id trait_HOARDER("HOARDER")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_took_xanax("took_xanax")
units::volume volume_capacity() const
Definition: character.cpp:2908
std::unordered_map< point_abs_omt, time_duration > overmap_time
Amount of time the player has spent in each overmap tile.
Definition: character.h:2239
units::volume volume_carried() const
Definition: character.cpp:2781
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9001
void rem_morale(const morale_type &type)
Definition: character.cpp:9022
bool is_wearing(const item &itm) const
Returns true if the player is wearing the item.
Definition: character.cpp:3297
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
const morale_type MORALE_PERM_FPMODE_ON("morale_perm_fpmode_on")
const morale_type MORALE_PERM_HOARDER("morale_perm_hoarder")
const morale_type MORALE_PERM_NOMAD("morale_perm_nomad")
const morale_type MORALE_PERM_NOFACE("morale_perm_noface")
constexpr point xy() const
Definition: point.h:220

References add_morale(), effect_took_prozac, effect_took_xanax, global_omt_location(), Creature::has_effect(), has_trait(), is_wearing(), itype_id, lerp_clamped(), MORALE_PERM_FPMODE_ON, MORALE_PERM_HOARDER, MORALE_PERM_NOFACE, MORALE_PERM_NOMAD, overmap_time, points_in_radius(), pos(), rem_morale(), rl_dist(), trait_HOARDER, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, trait_PROF_FOODP, volume_capacity(), volume_carried(), and tripoint::xy().

Referenced by debug_menu::character_edit_menu(), check_and_recover_morale(), avatar::create(), and update_morale().

◆ apply_skill_boost()

void Character::apply_skill_boost ( )
private

Applies skill-based boosts to stats.

Definition at line 3558 of file character.cpp.

3559{
3560 for( const skill_boost &boost : skill_boost::get_all() ) {
3561 // For migration, reset previously applied bonus.
3562 // Remove after 0.E or so.
3563 const std::string bonus_name = boost.stat() + std::string( "_bonus" );
3564 std::string previous_bonus = get_value( bonus_name );
3565 if( !previous_bonus.empty() ) {
3566 if( boost.stat() == "str" ) {
3567 str_max -= atoi( previous_bonus.c_str() );
3568 } else if( boost.stat() == "dex" ) {
3569 dex_max -= atoi( previous_bonus.c_str() );
3570 } else if( boost.stat() == "int" ) {
3571 int_max -= atoi( previous_bonus.c_str() );
3572 } else if( boost.stat() == "per" ) {
3573 per_max -= atoi( previous_bonus.c_str() );
3574 }
3575 remove_value( bonus_name );
3576 }
3577 // End migration code
3578 int skill_total = 0;
3579 for( const std::string &skill_str : boost.skills() ) {
3580 skill_total += get_skill_level( skill_id( skill_str ) );
3581 }
3582 mod_stat( boost.stat(), boost.calc_bonus( skill_total ) );
3583 if( boost.stat() == "str" ) {
3584 recalc_hp();
3585 }
3586 }
3587}
void mod_stat(const std::string &stat, float modifier) override
Definition: character.cpp:527
void remove_value(const std::string &key)
Definition: creature.cpp:1341
static const std::vector< skill_boost > & get_all()
Definition: skill_boost.cpp:15

References dex_max, skill_boost::get_all(), get_skill_level(), Creature::get_value(), int_max, mod_stat(), per_max, recalc_hp(), Creature::remove_value(), skill_id, and str_max.

Referenced by reset_stats().

◆ apply_wetness_morale()

void Character::apply_wetness_morale ( int  temperature)

Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.

Definition at line 1807 of file suffer.cpp.

1808{
1809 // First, a quick check if we have any wetness to calculate morale from
1810 // Faster than checking all worn items for friendliness
1811 if( !std::any_of( body_wetness.begin(), body_wetness.end(),
1812 []( const int w ) {
1813 return w != 0;
1814} ) ) {
1815 return;
1816 }
1817
1818 // Normalize temperature to [-1.0,1.0]
1819 temperature = std::max( 0, std::min( 100, temperature ) );
1820 const double global_temperature_mod = -1.0 + ( 2.0 * temperature / 100.0 );
1821
1822 int total_morale = 0;
1823 const auto wet_friendliness = exclusive_flag_coverage( "WATER_FRIENDLY" );
1824 for( const body_part bp : all_body_parts ) {
1825 // Sum of body wetness can go up to 103
1826 const int part_drench = body_wetness[bp];
1827 if( part_drench == 0 ) {
1828 continue;
1829 }
1830
1831 const auto &part_arr = mut_drench[bp];
1832 const int part_ignored = part_arr[WT_IGNORED];
1833 const int part_neutral = part_arr[WT_NEUTRAL];
1834 const int part_good = part_arr[WT_GOOD];
1835
1836 if( part_ignored >= part_drench ) {
1837 continue;
1838 }
1839
1840 int bp_morale = 0;
1841 const bool is_friendly = wet_friendliness.test( bp );
1842 const int effective_drench = part_drench - part_ignored;
1843 if( is_friendly ) {
1844 // Using entire bonus from mutations and then some "human" bonus
1845 bp_morale = std::min( part_good, effective_drench ) + effective_drench / 2;
1846 } else if( effective_drench < part_good ) {
1847 // Positive or 0
1848 // Won't go higher than part_good / 2
1849 // Wet slime/scale doesn't feel as good when covered by wet rags/fur/kevlar
1850 bp_morale = std::min( effective_drench, part_good - effective_drench );
1851 } else if( effective_drench > part_good + part_neutral ) {
1852 // This one will be negative
1853 bp_morale = part_good + part_neutral - effective_drench;
1854 }
1855
1856 // Clamp to [COLD,HOT] and cast to double
1857 const double part_temperature =
1858 std::min( BODYTEMP_HOT, std::max( BODYTEMP_COLD, temp_cur[bp] ) );
1859 // 0.0 at COLD, 1.0 at HOT
1860 const double part_mod = ( part_temperature - BODYTEMP_COLD ) /
1862 // Average of global and part temperature modifiers, each in range [-1.0, 1.0]
1863 double scaled_temperature = ( global_temperature_mod + part_mod ) / 2;
1864
1865 if( bp_morale < 0 ) {
1866 // Damp, hot clothing on hot skin feels bad
1867 scaled_temperature = std::fabs( scaled_temperature );
1868 }
1869
1870 // For an unmutated human swimming in deep water, this will add up to:
1871 // +51 when hot in 100% water friendly clothing
1872 // -103 when cold/hot in 100% unfriendly clothing
1873 total_morale += static_cast<int>( bp_morale * ( 1.0 + scaled_temperature ) / 2.0 );
1874 }
1875
1876 if( total_morale == 0 ) {
1877 return;
1878 }
1879
1880 int morale_effect = total_morale / 8;
1881 if( morale_effect == 0 ) {
1882 if( total_morale > 0 ) {
1883 morale_effect = 1;
1884 } else {
1885 morale_effect = -1;
1886 }
1887 }
1888 // 61_seconds because decay is applied in 1_minutes increments
1889 add_morale( MORALE_WET, morale_effect, total_morale, 61_seconds, 61_seconds, true );
1890}
constexpr std::array< body_part, 12 > all_body_parts
Contains all valid body_part values in the order they are defined in.
Definition: bodypart.h:82
body_part
Definition: bodypart.h:39
body_part_set exclusive_flag_coverage(const std::string &flag) const
Bitset of all the body parts covered only with items with flag (or nothing)
Definition: character.cpp:4056
std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bp > mut_drench
Definition: character.h:876
const morale_type MORALE_WET("morale_wet")
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
quantity< int, temperature_in_millidegree_celsius_tag > temperature
static constexpr int BODYTEMP_COLD
Do not change this value, it is an arbitrary anchor on which other calculations are made.
Definition: weather.h:34
static constexpr int BODYTEMP_HOT
Level 2 hotness.
Definition: weather.h:38

References add_morale(), all_body_parts, body_wetness, BODYTEMP_COLD, BODYTEMP_HOT, exclusive_flag_coverage(), units::fabs(), MORALE_WET, mut_drench, temp_cur, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by game::do_turn().

◆ armor_absorb()

bool Character::armor_absorb ( damage_unit du,
item armor 
)

Reduces and mutates du, prints messages about armor taking damage.

Returns
true if the armor was completely destroyed (and the item must be deleted).

Definition at line 8199 of file character.cpp.

8200{
8201 if( rng( 1, 100 ) > armor.get_coverage() ) {
8202 return false;
8203 }
8204
8205 // TODO: add some check for power armor
8206 armor.mitigate_damage( du );
8207
8208 // We want armor's own resistance to this type, not the resistance it grants
8209 const int armors_own_resist = armor.damage_resist( du.type, true );
8210 if( armors_own_resist > 1000 ) {
8211 // This is some weird type that doesn't damage armors
8212 return false;
8213 }
8214
8215 // Scale chance of article taking damage based on the number of parts it covers.
8216 // This represents large articles being able to take more punishment
8217 // before becoming ineffective or being destroyed.
8218 const int num_parts_covered = armor.get_covered_body_parts().count();
8219 if( !one_in( num_parts_covered ) ) {
8220 return false;
8221 }
8222
8223 // Don't damage armor as much when bypassed by armor piercing
8224 // Most armor piercing damage comes from bypassing armor, not forcing through
8225 const int raw_dmg = du.amount;
8226 if( raw_dmg > armors_own_resist ) {
8227 // If damage is above armor value, the chance to avoid armor damage is
8228 // 50% + 50% * 1/dmg
8229 if( one_in( raw_dmg ) || one_in( 2 ) ) {
8230 return false;
8231 }
8232 } else {
8233 // Sturdy items and power armors never take chip damage.
8234 // Other armors have 0.5% of getting damaged from hits below their armor value.
8235 if( armor.has_flag( flag_STURDY ) || !one_in( 200 ) ) {
8236 return false;
8237 }
8238 }
8239
8240 const material_type &material = armor.get_random_material();
8241 std::string damage_verb = ( du.type == DT_BASH ) ? material.bash_dmg_verb() :
8242 material.cut_dmg_verb();
8243
8244 const std::string pre_damage_name = armor.tname();
8245 const std::string pre_damage_adj = armor.get_base_material().dmg_adj( armor.damage_level( 4 ) );
8246
8247 // add "further" if the damage adjective and verb are the same
8248 std::string format_string = ( pre_damage_adj == damage_verb ) ?
8249 _( "Your %1$s is %2$s further!" ) : _( "Your %1$s is %2$s!" );
8250 add_msg_if_player( m_bad, format_string, pre_damage_name, damage_verb );
8251 //item is damaged
8252 if( is_player() ) {
8253 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ), m_neutral,
8254 damage_verb,
8255 m_info );
8256 }
8257
8258 return armor.mod_damage( armor.has_flag( "FRAGILE" ) ?
8260}
static const std::string flag_STURDY("STURDY")
virtual bool is_player() const
Definition: creature.h:92
size_t count() const
Definition: bodypart.h:252
const material_type & get_random_material() const
Get a material reference to a random material that this item is made of.
Definition: item.cpp:7020
bool mod_damage(int qty, damage_type dt)
Apply damage to const itemrained by min_damage and max_damage.
Definition: item.cpp:6111
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:701
int damage_resist(damage_type dt, bool to_self=false) const
Resistance provided by this item against damage type given by an enum.
Definition: item.cpp:6256
const material_type & get_base_material() const
Get the basic (main) material of this item.
Definition: item.cpp:7025
body_part_set get_covered_body_parts() const
Bitset of all covered body parts.
Definition: item.cpp:753
int get_coverage() const
Returns the relative coverage that this item has when worn.
Definition: item.cpp:5785
void mitigate_damage(damage_unit &du) const
Assuming that specified du hit the armor, reduce du based on the item's resistance to the damage type...
Definition: item.cpp:6248
std::string cut_dmg_verb() const
Definition: material.cpp:190
std::string dmg_adj(int damage) const
Definition: material.cpp:195
std::string bash_dmg_verb() const
Definition: material.cpp:185
static constexpr int damage_scale
Definition: itype.h:1010

References _, scrollingcombattext::add(), Creature::add_msg_if_player(), damage_unit::amount, material_type::bash_dmg_verb(), body_part_set::count(), material_type::cut_dmg_verb(), item::damage_level(), item::damage_resist(), itype::damage_scale, material_type::dmg_adj(), DT_BASH, flag_STURDY(), item::get_base_material(), item::get_coverage(), item::get_covered_body_parts(), item::get_random_material(), item::has_flag(), Creature::is_player(), m_bad, m_info, m_neutral, item::mitigate_damage(), item::mod_damage(), NORTH, one_in(), posx(), posy(), remove_color_tags(), rng(), SCT, item::tname(), and damage_unit::type.

Referenced by absorb_hit().

◆ armwear_factor()

double Character::armwear_factor ( ) const

Same as footwear factor, but for arms.

Definition at line 8833 of file character.cpp.

8834{
8835 double ret = 0;
8836 if( wearing_something_on( bodypart_id( "arm_l" ) ) ) {
8837 ret += .5;
8838 }
8839 if( wearing_something_on( bodypart_id( "arm_r" ) ) ) {
8840 ret += .5;
8841 }
8842 return ret;
8843}
bool wearing_something_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body part.
Definition: character.cpp:8769

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by suffer_in_sunlight().

◆ as_character() [1/2]

const Character * Character::as_character ( ) const
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 236 of file character.h.

236 {
237 return this;
238 }

◆ as_character() [2/2]

Character * Character::as_character ( )
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 233 of file character.h.

233 {
234 return this;
235 }

Referenced by doors::close_door(), and emit_radio_signal().

◆ assign_activity() [1/2]

void Character::assign_activity ( const activity_id type,
int  moves = calendar::INDEFINITELY_LONG,
int  index = -1,
int  pos = INT_MIN,
const std::string &  name = "" 
)

Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming.

TODO: delete this once migration of activites to the activity_actor system is complete

Definition at line 9099 of file character.cpp.

9101{
9103}
int moves
Definition: creature.h:570

References assign_activity(), Creature::moves, name, pos(), and type.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), butcher_submenu(), cast_spell(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), iuse::dig(), iuse::dig_channel(), crafting::disassemble_all(), overmap_ui::display(), talk_function::do_butcher(), talk_function::do_chop_plank(), talk_function::do_chop_trees(), talk_function::do_construction(), talk_function::do_farming(), talk_function::do_fishing(), talk_function::do_mining(), npc::do_pulp(), player_activity::do_turn(), talk_function::do_vehicle_deconstruct(), talk_function::do_vehicle_repair(), drop(), game::exam_vehicle(), iuse::fill_pit(), npc::find_job_to_perform(), talk_function::find_mount(), avatar_action::fire_ranged_bionic(), avatar_action::fire_ranged_mutation(), avatar_action::fire_wielded_weapon(), activity_handlers::fish_finish(), iuse::fishing_rod(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), iuse::hand_crank(), install_bionics(), vehicle::interact_with(), iuse::jackhammer(), loot(), iuse::makemound(), iuse::meditate(), monexamine::milk_source(), iuse::mind_splicer(), mine_activity(), iuse::oxytorch(), iuse::pickaxe(), game::place_player(), iexamine::plant_seed(), iuse::play_game(), monexamine::play_with(), avatar_action::plthrow(), iuse::portable_game(), prompt_disassemble_single(), avatar::read(), avatar_action::reload(), activity_handlers::resume_for_multi_activities(), iuse::robotcontrol(), iexamine::rubble(), iexamine::safe(), iuse::shavekit(), monexamine::shear_animal(), iexamine::shrub_wildveggies(), smash(), talk_function::sort_loot(), player::start_craft(), start_destination_activity(), game::start_hauling(), npc::start_read(), gates::toggle_gate(), player::toolmod_add(), iexamine::trap(), try_start_hacking(), avatar_funcs::try_to_sleep(), uninstall_bionic(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), learn_spell_actor::use(), cast_spell_actor::use(), vehicle_activity(), iuse::vibe(), wait(), and wash_items().

◆ assign_activity() [2/2]

void Character::assign_activity ( const player_activity act,
bool  allow_resume = true 
)

Assigns activity to player, possibly resuming old activity if it's similar enough.

Definition at line 9105 of file character.cpp.

9106{
9107 bool resuming = false;
9108 if( allow_resume && !backlog.empty() && backlog.front().can_resume_with( act, *this ) ) {
9109 resuming = true;
9110 add_msg_if_player( _( "You resume your task." ) );
9111 activity = backlog.front();
9112 backlog.pop_front();
9113 } else {
9114 if( activity ) {
9115 backlog.push_front( activity );
9116 }
9117
9118 activity = act;
9119 }
9120
9121 activity.start_or_resume( *this, resuming );
9122
9123 if( is_npc() ) {
9125 npc *guy = dynamic_cast<npc *>( this );
9129 }
9130}
void cancel_stashed_activity()
Definition: character.cpp:1022
std::list< player_activity > backlog
Definition: character.h:1549
Definition: npc.h:781
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3144
activity_id current_activity_id
Definition: npc.h:1248
void set_mission(npc_mission new_mission)
Definition: npc.cpp:3123
const activity_id & id() const
void start_or_resume(Character &who, bool resuming)
Preform necessary initialization to start or resume the activity.
@ NPCATT_ACTIVITY
Definition: npc.h:98
@ NPC_MISSION_ACTIVITY
Definition: npc.h:190
activity_id act
Definition: sounds.cpp:75

References _, act, activity, Creature::add_msg_if_player(), backlog, cancel_stashed_activity(), npc::current_activity_id, player_activity::id(), Creature::is_npc(), NPC_MISSION_ACTIVITY, NPCATT_ACTIVITY, npc::set_attitude(), npc::set_mission(), and player_activity::start_or_resume().

◆ assign_stashed_activity()

void Character::assign_stashed_activity ( )

Definition at line 1044 of file character.cpp.

1045{
1047 backlog.push_front( stashed_outbounds_backlog );
1049}
player_activity stashed_outbounds_backlog
Definition: character.h:1547
player_activity stashed_outbounds_activity
Definition: character.h:1546

References activity, backlog, cancel_stashed_activity(), stashed_outbounds_activity, and stashed_outbounds_backlog.

Referenced by npc::move().

◆ attack_cost()

int Character::attack_cost ( const item weap) const

Returns cost (in moves) of attacking with given item (no modifiers, like stuck)

Melee increases melee attack speed Dexterity increases attack speed

Definition at line 2210 of file melee.cpp.

2211{
2212 const int base_move_cost = weap.attack_cost() / 2;
2213 const int melee_skill = has_active_bionic( bionic_id( bio_cqb ) ) ? BIO_CQB_LEVEL : get_skill_level(
2214 skill_melee );
2215 /** @EFFECT_MELEE increases melee attack speed */
2216 const int skill_cost = static_cast<int>( ( base_move_cost * ( 15 - melee_skill ) / 15 ) );
2217 /** @EFFECT_DEX increases attack speed */
2218 const int dexbonus = dex_cur / 2;
2219 const int encumbrance_penalty = encumb( bp_torso ) +
2220 ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 2;
2221 const int ma_move_cost = mabuff_attack_cost_penalty();
2222 const float stamina_ratio = static_cast<float>( get_stamina() ) / static_cast<float>
2223 ( get_stamina_max() );
2224 // Increase cost multiplier linearly from 1.0 to 2.0 as stamina goes from 25% to 0%.
2225 const float stamina_penalty = 1.0 + std::max( ( 0.25f - stamina_ratio ) * 4.0f, 0.0f );
2226 const float ma_mult = mabuff_attack_cost_mult();
2227
2228 int move_cost = base_move_cost;
2229 // Stamina penalty only affects base/2 and encumbrance parts of the cost
2230 move_cost += encumbrance_penalty;
2231 move_cost *= stamina_penalty;
2232 move_cost += skill_cost;
2233 move_cost -= dexbonus;
2234
2236
2237 // Martial arts last. Flat has to be after mult, because comments say so.
2238 move_cost *= ma_mult;
2239 move_cost += ma_move_cost;
2240
2241 move_cost *= mutation_value( "attackcost_modifier" );
2242
2243 if( move_cost < 25 ) {
2244 return 25;
2245 }
2246
2247 return move_cost;
2248}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
int get_stamina() const
Definition: character.cpp:7106
float mabuff_attack_cost_mult() const
Returns the multiplier on move cost of attacks.
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6663
int mabuff_attack_cost_penalty() const
Returns the flat penalty to move cost of attacks.
double bonus_from_enchantments(double base, enchant_vals::mod value, bool round=false) const
Calculate bonus from enchantments for given base value.
Definition: character.cpp:7951
int get_stamina_max() const
Definition: character.cpp:7111
int attack_cost() const
Base number of moves (Creature::moves) that a single melee attack with this items takes.
Definition: item.cpp:5119
static constexpr int BIO_CQB_LEVEL
static const bionic_id bio_cqb("bio_cqb")
static const skill_id skill_melee("melee")

References item::attack_cost(), enchant_vals::ATTACK_COST, bio_cqb, BIO_CQB_LEVEL, bionic_id, bonus_from_enchantments(), bp_hand_l, bp_hand_r, bp_torso, dex_cur, encumb(), get_skill_level(), get_stamina(), get_stamina_max(), has_active_bionic(), mabuff_attack_cost_mult(), mabuff_attack_cost_penalty(), move_cost(), mutation_value(), and skill_melee.

Referenced by item::combat_info(), player::disarm(), item::effective_dps(), melee_attack(), and reach_attack().

◆ attitude_to()

Creature::Attitude Character::attitude_to ( const Creature other) const
overridevirtual

Attitude (of this creature) towards another creature.

This might not be symmetric.

Implements Creature.

Reimplemented in npc.

Definition at line 10292 of file character.cpp.

10293{
10294 const auto m = dynamic_cast<const monster *>( &other );
10295 if( m != nullptr ) {
10296 if( m->friendly != 0 ) {
10297 return A_FRIENDLY;
10298 }
10299 switch( m->attitude( const_cast<Character *>( this ) ) ) {
10300 // player probably does not want to harm them, but doesn't care much at all.
10301 case MATT_FOLLOW:
10302 case MATT_FPASSIVE:
10303 case MATT_IGNORE:
10304 case MATT_FLEE:
10305 return A_NEUTRAL;
10306 // player does not want to harm those.
10307 case MATT_FRIEND:
10308 case MATT_ZLAVE:
10309 // Don't want to harm your zlave!
10310 return A_FRIENDLY;
10311 case MATT_ATTACK:
10312 return A_HOSTILE;
10313 case MATT_NULL:
10315 break;
10316 }
10317
10318 return A_NEUTRAL;
10319 }
10320
10321 const auto p = dynamic_cast<const npc *>( &other );
10322 if( p != nullptr ) {
10323 if( p->is_enemy() ) {
10324 return A_HOSTILE;
10325 } else if( p->is_player_ally() ) {
10326 return A_FRIENDLY;
10327 } else {
10328 return A_NEUTRAL;
10329 }
10330 } else if( &other == this ) {
10331 return A_FRIENDLY;
10332 }
10333
10334 return A_NEUTRAL;
10335}
@ A_NEUTRAL
Definition: creature.h:170
@ A_HOSTILE
Definition: creature.h:169
@ A_FRIENDLY
Definition: creature.h:171
@ MATT_ZLAVE
Definition: monster.h:63
@ MATT_FLEE
Definition: monster.h:59
@ NUM_MONSTER_ATTITUDES
Definition: monster.h:64
@ MATT_FRIEND
Definition: monster.h:57
@ MATT_FOLLOW
Definition: monster.h:61
@ MATT_ATTACK
Definition: monster.h:62
@ MATT_NULL
Definition: monster.h:56
@ MATT_IGNORE
Definition: monster.h:60
@ MATT_FPASSIVE
Definition: monster.h:58

References Creature::A_FRIENDLY, Creature::A_HOSTILE, Creature::A_NEUTRAL, MATT_ATTACK, MATT_FLEE, MATT_FOLLOW, MATT_FPASSIVE, MATT_FRIEND, MATT_IGNORE, MATT_NULL, MATT_ZLAVE, NUM_MONSTER_ATTITUDES, and other.

Referenced by game::is_hostile_within(), and player::sort_armor().

◆ avoid_trap()

bool Character::avoid_trap ( const tripoint pos,
const trap tr 
) const
overridevirtual

Called when character triggers a trap, returns true if they don't set it off.

Dexterity increases chance to avoid traps Dodge increases chance to avoid traps

Implements Creature.

Definition at line 10168 of file character.cpp.

10169{
10170 /** @EFFECT_DEX increases chance to avoid traps */
10171
10172 /** @EFFECT_DODGE increases chance to avoid traps */
10173 int myroll = dice( 3, dex_cur + get_skill_level( skill_dodge ) * 1.5 );
10174 int traproll;
10175 if( tr.can_see( pos, *this ) ) {
10176 traproll = dice( 3, tr.get_avoidance() );
10177 } else {
10178 traproll = dice( 6, tr.get_avoidance() );
10179 }
10180
10181 return myroll >= traproll;
10182}
static const skill_id skill_dodge("dodge")
int dice(int number, int sides)
Definition: rng.cpp:85
int get_avoidance() const
Whether triggering the trap can be avoid (if greater than 0) and if so, this is compared to dodge ski...
Definition: trap.h:144
bool can_see(const tripoint &pos, const Character &p) const
Can player/npc p see this kind of trap, either by their memory (they known there is the trap) or by t...
Definition: trap.cpp:223

References trap::can_see(), dex_cur, dice(), trap::get_avoidance(), get_skill_level(), pos(), and skill_dodge.

◆ base_age()

int Character::base_age ( ) const

Definition at line 6798 of file character.cpp.

6799{
6800 return init_age;
6801}

References init_age.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_age(), and set_description().

◆ base_height()

int Character::base_height ( ) const

Definition at line 6827 of file character.cpp.

6828{
6829 return init_height;
6830}
int init_height
height at character creation
Definition: character.h:2095

References init_height.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_height(), and set_description().

◆ basic_symbol_color()

nc_color Character::basic_symbol_color ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 5991 of file character.cpp.

5992{
5993 if( has_effect( effect_onfire ) ) {
5994 return c_red;
5995 }
5996 if( has_effect( effect_stunned ) ) {
5997 return c_light_blue;
5998 }
5999 if( has_effect( effect_boomered ) ) {
6000 return c_pink;
6001 }
6002 if( has_active_mutation( trait_id( "SHELL2" ) ) ) {
6003 return c_magenta;
6004 }
6005 if( is_underwater() ) {
6006 return c_blue;
6007 }
6010 return c_dark_gray;
6011 }
6012 if( move_mode == CMM_RUN ) {
6013 return c_yellow;
6014 }
6015 if( move_mode == CMM_CROUCH ) {
6016 return c_light_gray;
6017 }
6018 return c_white;
6019}
static const trait_id trait_DEBUG_CLOAK("DEBUG_CLOAK")
static const efftype_id effect_boomered("boomered")
static const bionic_id bio_cloak("bio_cloak")
static const efftype_id effect_stunned("stunned")
@ CMM_RUN
Definition: character.h:103
@ CMM_CROUCH
Definition: character.h:104
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
bool is_wearing_active_optcloak() const
Returns true if the player is wearing an active optical cloak.
Definition: character.cpp:3830
virtual bool is_underwater() const
Definition: creature.cpp:174
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_blue
Definition: color.h:23
#define c_magenta
Definition: color.h:25
#define c_dark_gray
Definition: color.h:20
#define c_pink
Definition: color.h:31
#define c_light_blue
Definition: color.h:29
#define c_yellow
Definition: color.h:32
#define c_red
Definition: color.h:21
@ AEP_INVISIBLE
Definition: enums.h:110

References AEP_INVISIBLE, bio_cloak, c_blue, c_dark_gray, c_light_blue, c_light_gray, c_magenta, c_pink, c_red, c_white, c_yellow, CMM_CROUCH, CMM_RUN, effect_boomered, effect_onfire, effect_stunned, has_active_bionic(), has_active_mutation(), has_artifact_with(), Creature::has_effect(), has_trait(), Creature::is_underwater(), is_wearing_active_optcloak(), move_mode, trait_DEBUG_CLOAK, and trait_id.

Referenced by symbol_color().

◆ best_nearby_lifting_assist() [1/2]

int Character::best_nearby_lifting_assist ( ) const

Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range.

Definition at line 2786 of file character.cpp.

2787{
2788 return best_nearby_lifting_assist( this->pos() );
2789}
int best_nearby_lifting_assist() const
Checks for items, tools, and vehicles with the Lifting quality near the character returning the highe...
Definition: character.cpp:2786

References best_nearby_lifting_assist(), and pos().

Referenced by best_nearby_lifting_assist(), can_do_activity_there(), and weight_carried_reduced_by().

◆ best_nearby_lifting_assist() [2/2]

int Character::best_nearby_lifting_assist ( const tripoint world_pos) const

Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g.

vehicle installation/uninstallation)

Definition at line 2791 of file character.cpp.

2792{
2793 const quality_id LIFT( "LIFT" );
2794 int mech_lift = 0;
2795 if( is_mounted() ) {
2796 auto mons = mounted_creature.get();
2797 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
2798 mech_lift = mons->mech_str_addition() + 10;
2799 }
2800 }
2801 return std::max( { this->max_quality( LIFT ), mech_lift,
2802 map_selector( this->pos(), PICKUP_RANGE, false ).max_quality( LIFT ),
2803 vehicle_selector( world_pos, PICKUP_RANGE, false ).max_quality( LIFT )
2804 } );
2805}
int PICKUP_RANGE
Items on the map with at most this distance to the player are considered available for crafting,...
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1588
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:276
@ MF_RIDEABLE_MECH
Definition: mtype.h:115

References is_mounted(), visitable< T >::max_quality(), visitable< Character >::max_quality(), MF_RIDEABLE_MECH, mounted_creature, PICKUP_RANGE, and pos().

◆ best_quality_item()

item * Character::best_quality_item ( const quality_id qual)

get best quality item that this character has

Definition at line 4731 of file character.cpp.

4732{
4733 std::vector<item *> qual_inv = items_with( [qual]( const item & itm ) {
4734 return itm.has_quality( qual );
4735 } );
4736 item *best_qual = random_entry( qual_inv );
4737 for( const auto elem : qual_inv ) {
4738 if( elem->get_quality( qual ) > best_qual->get_quality( qual ) ) {
4739 best_qual = elem;
4740 }
4741 }
4742 return best_qual;
4743}
bool has_quality(const quality_id &qual, int level=1, int qty=1) const
Returns true if instance has amount (or more) items of at least quality level.
Definition: visitable.cpp:169

References visitable< T >::has_quality(), visitable< Character >::items_with(), and random_entry().

Referenced by chop_plank_activity(), chop_tree_activity(), generic_multi_activity_do(), and monexamine::shear_animal().

◆ best_shield()

item & Character::best_shield ( )

Returns the best item for blocking with.

Definition at line 1538 of file melee.cpp.

1539{
1540 // Note: wielded weapon, not one used for attacks
1541 int best_value = blocking_ability( weapon );
1542 // "BLOCK_WHILE_WORN" without a blocking tech need to be worn for the bonus
1543 best_value = best_value == 2 ? 0 : best_value;
1544 item *best = best_value > 0 ? &weapon : &null_item_reference();
1545 for( item &shield : worn ) {
1546 if( shield.has_flag( "BLOCK_WHILE_WORN" ) && blocking_ability( shield ) >= best_value ) {
1547 // in case a mod adds a shield that protects only one arm, the corresponding arm needs to be working
1548 if( shield.covers( bp_arm_l ) || shield.covers( bp_arm_r ) ) {
1549 if( shield.covers( bp_arm_l ) && !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1550 best = &shield;
1551 } else if( shield.covers( bp_arm_r ) && !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1552 best = &shield;
1553 }
1554 // leg guards
1555 } else if( ( shield.covers( bp_leg_l ) || shield.covers( bp_leg_r ) ) &&
1556 get_working_leg_count() >= 1 ) {
1557 best = &shield;
1558 // in case a mod adds an unusual worn blocking item, like a magic bracelet/crown, it's handled here
1559 } else {
1560 best = &shield;
1561 }
1562 }
1563 }
1564
1565 return *best;
1566}
int get_working_leg_count() const
Returns the number of functioning legs.
Definition: character.cpp:1360
bool is_limb_disabled(const bodypart_id &limb) const
Returns true if the limb is disabled(12.5% or less hp)
Definition: character.cpp:1372
item & null_item_reference()
Returns a reference to a null item (see item::is_null).
Definition: item.cpp:322
static int blocking_ability(const item &shield)
Definition: melee.cpp:1523

References blocking_ability(), bp_arm_l, bp_arm_r, bp_leg_l, bp_leg_r, get_working_leg_count(), is_limb_disabled(), null_item_reference(), weapon, and worn.

Referenced by block_hit().

◆ bionic_armor_bonus()

float Character::bionic_armor_bonus ( const bodypart_id bp,
damage_type  dt 
) const

Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit.

Definition at line 8262 of file character.cpp.

8263{
8264 float result = 0.0f;
8265 if( dt == DT_CUT || dt == DT_STAB ) {
8266 for( const bionic_id &bid : get_bionics() ) {
8267 const auto cut_prot = bid->cut_protec.find( bp.id() );
8268 if( cut_prot != bid->cut_protec.end() ) {
8269 result += cut_prot->second;
8270 }
8271 }
8272 } else if( dt == DT_BASH ) {
8273 for( const bionic_id &bid : get_bionics() ) {
8274 const auto bash_prot = bid->bash_protec.find( bp.id() );
8275 if( bash_prot != bid->bash_protec.end() ) {
8276 result += bash_prot->second;
8277 }
8278 }
8279 } else if( dt == DT_BULLET ) {
8280 for( const bionic_id &bid : get_bionics() ) {
8281 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
8282 if( bullet_prot != bid->bullet_protec.end() ) {
8283 result += bullet_prot->second;
8284 }
8285 }
8286 }
8287
8288 return result;
8289}
std::vector< bionic_id > get_bionics() const
Definition: character.cpp:1909
const string_id< T > & id() const
Definition: ammo_effect.cpp:33

References bionic_data::bash_protec, bionic_data::bullet_protec, bionic_data::cut_protec, DT_BASH, DT_BULLET, DT_CUT, DT_STAB, get_bionics(), and int_id< T >::id().

Referenced by passive_absorb_hit().

◆ bionic_installation_issues()

std::map< bodypart_id, int > Character::bionic_installation_issues ( const bionic_id bioid) const

Definition at line 2490 of file bionics.cpp.

2491{
2492 std::map<bodypart_id, int> issues;
2493 if( !get_option < bool >( "CBM_SLOTS_ENABLED" ) ) {
2494 return issues;
2495 }
2496 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2497 const int lacked_slots = elem.second - get_free_bionics_slots( elem.first );
2498 if( lacked_slots > 0 ) {
2499 issues.emplace( elem.first, lacked_slots );
2500 }
2501 }
2502 return issues;
2503}
int get_free_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2510
std::map< bodypart_str_id, int > occupied_bodyparts
Body part slots used to install this bionic, mapped to the amount of space required.
Definition: bionics.h:89

References get_free_bionics_slots(), and bionic_data::occupied_bodyparts.

Referenced by can_install_bionics(), and item::color_in_inventory().

◆ bionics_adjusted_skill()

float Character::bionics_adjusted_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate skill for (un)installing bionics.

Definition at line 1836 of file bionics.cpp.

1840{
1841 int pl_skill = bionics_pl_skill( most_important_skill, important_skill, least_important_skill,
1842 skill_level );
1843
1844 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
1845 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
1846 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>( 10.0 ) );
1847 adjusted_skill *= env_surgery_bonus( 1 ) + get_effect_int( effect_assisted );
1848 return adjusted_skill;
1849}
static const efftype_id effect_assisted("assisted")
float env_surgery_bonus(int radius)
Calculate skill bonus from tiles in radius.
Definition: bionics.cpp:2222
int bionics_pl_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate non adjusted skill for (un)installing bionics.
Definition: bionics.cpp:1851
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1255

References bionics_pl_skill(), effect_assisted, env_surgery_bonus(), and Creature::get_effect_int().

Referenced by best_installer(), can_install_bionics(), can_uninstall_bionic(), bionic_install_preset::get_failure_chance(), bionic_install_surgeon_preset::get_failure_chance(), bionic_uninstall_preset::get_failure_chance(), install_bionics(), game::save_cyborg(), and uninstall_bionic().

◆ bionics_install_failure()

void Character::bionics_install_failure ( const std::string &  installer,
int  difficulty,
int  success,
float  adjusted_skill 
)

Definition at line 2383 of file bionics.cpp.

2385{
2386 // "success" should be passed in as a negative integer representing how far off we
2387 // were for a successful install. We use this to determine consequences for failing.
2388 success = std::abs( success );
2389
2390 // failure level is decided by how far off the character was from a successful install, and
2391 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
2392 // difficulties), only minor consequences occur. At low skill levels, severe consequences
2393 // are more likely.
2394 int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty / adjusted_skill ) );
2395 int fail_type = ( failure_level > 5 ? 5 : failure_level );
2396
2397 if( installer != "NOT_MED" ) {
2398 //~"Complications" is USian medical-speak for "unintended damage from a medical procedure".
2399 add_msg( m_neutral, _( "%s training helps to minimize the complications." ),
2400 installer );
2401 // In addition to the bonus, medical residents know enough OR protocol to avoid botching.
2402 // Take MD and be immune to faulty bionics.
2403 if( fail_type > 3 ) {
2404 fail_type = rng( 1, 3 );
2405 }
2406 }
2407
2408 switch( fail_type ) {
2409 case 0:
2410 case 1:
2412 break;
2413 case 2:
2414 case 3:
2415 do_damage_for_bionic_failure( 5, difficulty * 5 );
2416 break;
2417 case 4:
2418 case 5: {
2419 std::vector<bionic_id> valid;
2420 std::copy_if( begin( faulty_bionics ), end( faulty_bionics ), std::back_inserter( valid ),
2421 [&]( const bionic_id & id ) {
2422 return !has_bionic( id );
2423 } );
2424
2425 // We've got all the bad bionics!
2426 if( valid.empty() ) {
2427 if( has_max_power() ) {
2428 units::energy old_power = get_max_power_level();
2429 add_msg( m_bad, _( "%s lose power capacity!" ), disp_name() );
2434 }
2435 if( is_player() ) {
2436 g->memorial().add(
2437 pgettext( "memorial_male", "Lost %d units of power capacity." ),
2438 pgettext( "memorial_female", "Lost %d units of power capacity." ),
2439 units::to_kilojoule( old_power - get_max_power_level() ) );
2440 }
2441 // If no faults available and no power capacity, downgrade to second-worst complication.
2442 } else {
2443 do_damage_for_bionic_failure( 5, difficulty * 5 );
2444 break;
2445 }
2446 } else {
2447 const bionic_id &id = random_entry( valid );
2448 add_bionic( id );
2449 g->events().send<event_type::installs_faulty_cbm>( getID(), id );
2450 add_msg( m_bad,
2451 _( "Complication in installation caused a malfunction - %s. Uninstall it to clear the malfunction." ),
2452 id.obj().name );
2453 }
2454 }
2455 break;
2456 }
2457
2458}
bool has_max_power() const
Definition: character.cpp:2066
void set_max_power_level(const units::energy &npower_max)
Definition: character.cpp:2034
void do_damage_for_bionic_failure(int min_damage, int max_damage)
Definition: bionics.cpp:2343
@ installs_faulty_cbm
std::vector< bionic_id > faulty_bionics
Definition: bionics.cpp:214
const char * pgettext(const char *context, const char *msgid)

References _, add_bionic(), add_msg(), disp_name(), do_damage_for_bionic_failure(), anonymous_namespace{bionics.cpp}::faulty_bionics, units::from_kilojoule(), g, get_max_power_level(), getID(), has_bionic(), has_max_power(), id, installs_faulty_cbm, Creature::is_player(), m_bad, m_neutral, name, pgettext(), random_entry(), rng(), set_max_power_level(), behavior::success, and units::to_kilojoule().

Referenced by perform_install().

◆ bionics_pl_skill()

int Character::bionics_pl_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate non adjusted skill for (un)installing bionics.

Definition at line 1851 of file bionics.cpp.

1854{
1855 int pl_skill;
1856 if( skill_level == -1 ) {
1857 pl_skill = int_cur * 4 +
1858 get_skill_level( most_important_skill ) * 4 +
1859 get_skill_level( important_skill ) * 3 +
1860 get_skill_level( least_important_skill ) * 1;
1861 } else {
1862 // override chance as though all values were skill_level if it is provided
1863 pl_skill = 12 * skill_level;
1864 }
1865
1866 // Medical residents have some idea what they're doing
1867 if( has_trait( trait_PROF_MED ) ) {
1868 pl_skill += 3;
1869 }
1870
1871 // People trained in bionics gain an additional advantage towards using it
1872 if( has_trait( trait_PROF_AUTODOC ) ) {
1873 pl_skill += 7;
1874 }
1875 return pl_skill;
1876}
static const trait_id trait_PROF_MED("PROF_MED")
static const trait_id trait_PROF_AUTODOC("PROF_AUTODOC")

References get_skill_level(), has_trait(), int_cur, trait_PROF_AUTODOC, and trait_PROF_MED.

Referenced by bionics_adjusted_skill(), install_bionics(), and uninstall_bionic().

◆ bionics_uninstall_failure() [1/2]

void Character::bionics_uninstall_failure ( int  difficulty,
int  success,
float  adjusted_skill 
)

When a player fails the surgery.

Definition at line 1727 of file bionics.cpp.

1728{
1729 // "success" should be passed in as a negative integer representing how far off we
1730 // were for a successful removal. We use this to determine consequences for failing.
1731 success = std::abs( success );
1732
1733 // failure level is decided by how far off the character was from a successful removal, and
1734 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1735 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1736 // are more likely.
1737 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1738 adjusted_skill ) );
1739 const int fail_type = std::min( 5, failure_level );
1740
1741 if( fail_type <= 1 ) {
1742 add_msg( m_neutral, _( "The removal fails without incident." ) );
1743 return;
1744 }
1745
1746 add_msg( m_neutral, _( "The removal is a failure." ) );
1747 std::set<body_part> bp_hurt;
1748 switch( fail_type ) {
1749 case 2:
1750 case 3:
1752 break;
1753
1754 case 4:
1755 case 5:
1756 do_damage_for_bionic_failure( 5, difficulty * 5 );
1757 break;
1758 }
1759
1760}

References _, add_msg(), do_damage_for_bionic_failure(), m_neutral, and behavior::success.

Referenced by perform_uninstall(), and uninstall_bionic().

◆ bionics_uninstall_failure() [2/2]

void Character::bionics_uninstall_failure ( monster installer,
player patient,
int  difficulty,
int  success,
float  adjusted_skill 
)

When a monster fails the surgery.

Definition at line 1762 of file bionics.cpp.

1764{
1765
1766 // "success" should be passed in as a negative integer representing how far off we
1767 // were for a successful removal. We use this to determine consequences for failing.
1768 success = std::abs( success );
1769
1770 // failure level is decided by how far off the monster was from a successful removal, and
1771 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1772 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1773 // are more likely.
1774 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1775 adjusted_skill ) );
1776 const int fail_type = std::min( 5, failure_level );
1777
1778 bool u_see = sees( patient );
1779
1780 if( u_see || patient.is_player() ) {
1781 if( fail_type <= 1 ) {
1782 add_msg( m_neutral, _( "The removal fails without incident." ) );
1783 return;
1784 }
1785 switch( rng( 1, 5 ) ) {
1786 case 1:
1787 add_msg( m_mixed, _( "The %s flub the operation." ), installer.name() );
1788 break;
1789 case 2:
1790 add_msg( m_mixed, _( "The %s messes up the operation." ), installer.name() );
1791 break;
1792 case 3:
1793 add_msg( m_mixed, _( "The operation fails." ) );
1794 break;
1795 case 4:
1796 add_msg( m_mixed, _( "The operation is a failure." ) );
1797 break;
1798 case 5:
1799 add_msg( m_mixed, _( "The %s screws up the operation." ), installer.name() );
1800 break;
1801 }
1802 }
1803 switch( fail_type ) {
1804 case 2:
1805 case 3:
1806 do_damage_for_bionic_failure( failure_level, failure_level * 2 );
1807 break;
1808
1809 case 4:
1810 case 5:
1811 do_damage_for_bionic_failure( 5, difficulty * 5 );
1812 break;
1813 }
1814}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:493
bool is_player() const override
Definition: player.h:99

References _, add_msg(), do_damage_for_bionic_failure(), player::is_player(), m_mixed, m_neutral, monster::name(), rng(), sees(), and behavior::success.

◆ bionics_weight()

units::mass Character::bionics_weight ( ) const

Definition at line 6781 of file character.cpp.

6782{
6783 units::mass bio_weight = 0_gram;
6784 for( const bionic_id &bid : get_bionics() ) {
6785 if( !bid->included ) {
6786 bio_weight += bid->itype()->weight;
6787 }
6788 }
6789 return bio_weight;
6790}

References get_bionics().

Referenced by get_weight().

◆ block_hit()

bool Character::block_hit ( Creature source,
bodypart_id bp_hit,
damage_instance dam 
)
overridevirtual

Checks for valid block abilities and reduces damage accordingly.

Returns true if the player blocks

Strength increases attack blocking effectiveness with a limb or worn/wielded item Unarmed increases attack blocking effectiveness with a limb or worn/wielded item

Implements Creature.

Definition at line 1568 of file melee.cpp.

1569{
1570 // Shouldn't block if player is asleep
1572 return false;
1573 }
1574
1575 // fire martial arts on-getting-hit-triggered effects
1576 // these fire even if the attack is blocked (you still got hit)
1577 martial_arts_data->ma_ongethit_effects( *this );
1578
1579 if( blocks_left < 1 ) {
1580 return false;
1581 }
1582
1583 blocks_left--;
1584
1585 // This bonus absorbs damage from incoming attacks before they land,
1586 // but it still counts as a block even if it absorbs all the damage.
1587 float total_phys_block = mabuff_block_bonus();
1588
1589 // Extract this to make it easier to implement shields/multiwield later
1590 item &shield = best_shield();
1591 block_bonus = blocking_ability( shield );
1592 bool conductive_shield = shield.conductive();
1593 bool unarmed = weapon.has_flag( "UNARMED_WEAPON" ) || weapon.is_null();
1594 bool force_unarmed = martial_arts_data->is_force_unarmed();
1595
1596 int melee_skill = get_skill_level( skill_melee );
1597 int unarmed_skill = get_skill_level( skill_unarmed );
1598
1599 // Check if we are going to block with an item. This could
1600 // be worn equipment with the BLOCK_WHILE_WORN flag.
1601 const bool has_shield = !shield.is_null();
1602
1603 // boolean check if blocking is being done with unarmed or not
1604 const bool item_blocking = !force_unarmed && has_shield && !unarmed;
1605
1606 int block_score = 1;
1607
1608 /** @EFFECT_STR increases attack blocking effectiveness with a limb or worn/wielded item */
1609 /** @EFFECT_UNARMED increases attack blocking effectiveness with a limb or worn/wielded item */
1610 if( ( unarmed || force_unarmed ) ) {
1611 if( martial_arts_data->can_limb_block( *this ) ) {
1612 // block_bonus for limb blocks will be added when the limb is decided
1613 block_score = str_cur + melee_skill + unarmed_skill;
1614 } else if( has_shield ) {
1615 // We can still block with a worn item while unarmed. Use higher of melee and unarmed
1616 block_score = str_cur + block_bonus + std::max( melee_skill, unarmed_skill );
1617 }
1618 } else if( has_shield ) {
1619 block_score = str_cur + block_bonus + get_skill_level( skill_melee );
1620 } else {
1621 // Can't block with limbs or items (do not block)
1622 return false;
1623 }
1624
1625 // weapon blocks are preferred to limb blocks
1626 std::string thing_blocked_with;
1627 if( !force_unarmed && has_shield ) {
1628 thing_blocked_with = shield.tname();
1629 // TODO: Change this depending on damage blocked
1630 float wear_modifier = 1.0f;
1631 if( source != nullptr && source->is_hallucination() ) {
1632 wear_modifier = 0.0f;
1633 }
1634
1635 handle_melee_wear( shield, wear_modifier );
1636 } else {
1637 // Choose which body part to block with, assume left side first
1638 if( martial_arts_data->can_leg_block( *this ) && martial_arts_data->can_arm_block( *this ) ) {
1639 bp_hit = one_in( 2 ) ? bodypart_id( "leg_l" ) : bodypart_id( "arm_l" );
1640 } else if( martial_arts_data->can_leg_block( *this ) ) {
1641 bp_hit = bodypart_id( "leg_l" );
1642 } else {
1643 bp_hit = bodypart_id( "arm_l" );
1644 }
1645
1646 // Check if we should actually use the right side to block
1647 if( bp_hit == bodypart_id( "leg_l" ) ) {
1648 if( get_part_hp_cur( bodypart_id( "leg_r" ) ) > get_part_hp_cur( bodypart_id( "leg_l" ) ) ) {
1649 bp_hit = bodypart_id( "leg_r" );
1650 }
1651 } else {
1652 if( get_part_hp_cur( bodypart_id( "arm_r" ) ) > get_part_hp_cur( bodypart_id( "arm_l" ) ) ) {
1653 bp_hit = bodypart_id( "arm_r" );
1654 }
1655 }
1656
1657 // At this point, we know we won't try blocking with items, only with limbs.
1658 // But there are no limbs left, so we can disable further attempts at blocking.
1659 if( get_part_hp_cur( bp_hit ) <= 0 ) {
1660 blocks_left = 0;
1661 return false;
1662 }
1663
1664 thing_blocked_with = body_part_name( bp_hit->token );
1665 }
1666
1667 if( has_shield ) {
1668 // Does our shield cover the limb we blocked with? If so, add the block bonus.
1669 block_score += shield.covers( bp_hit->token ) ? block_bonus : 0;
1670 }
1671
1672 // Map block_score to the logistic curve for a number between 1 and 0.
1673 // Basic beginner character (str 8, skill 0, basic weapon)
1674 // Will have a score around 10 and block about %15 of incoming damage.
1675 // More proficient melee character (str 10, skill 4, wbock_2 weapon)
1676 // will have a score of 20 and block about 45% of damage.
1677 // A highly expert character (str 14, skill 8 wblock_2)
1678 // will have a score in the high 20s and will block about 80% of damage.
1679 // As the block score approaches 40, damage making it through will dwindle
1680 // to nothing, at which point we're relying on attackers hitting enough to drain blocks.
1681 const float physical_block_multiplier = logarithmic_range( 0, 40, block_score );
1682
1683 float total_damage = 0.0;
1684 float damage_blocked = 0.0;
1685
1686 for( auto &elem : dam.damage_units ) {
1687 total_damage += elem.amount;
1688
1689 // block physical damage "normally"
1690 if( elem.type == DT_BASH || elem.type == DT_CUT || elem.type == DT_STAB ) {
1691 // use up our flat block bonus first
1692 float block_amount = std::min( total_phys_block, elem.amount );
1693 total_phys_block -= block_amount;
1694 elem.amount -= block_amount;
1695 damage_blocked += block_amount;
1696
1697 if( elem.amount <= std::numeric_limits<float>::epsilon() ) {
1698 continue;
1699 }
1700
1701 float previous_amount = elem.amount;
1702 elem.amount *= physical_block_multiplier;
1703 damage_blocked += previous_amount - elem.amount;
1704 }
1705
1706 // non-electrical "elemental" damage types do their full damage if unarmed,
1707 // but severely mitigated damage if not
1708 else if( elem.type == DT_HEAT || elem.type == DT_ACID || elem.type == DT_COLD ) {
1709 // Unarmed weapons won't block those
1710 if( item_blocking ) {
1711 float previous_amount = elem.amount;
1712 elem.amount /= 5;
1713 damage_blocked += previous_amount - elem.amount;
1714 }
1715 // electrical damage deals full damage if unarmed OR wielding a
1716 // conductive weapon
1717 } else if( elem.type == DT_ELECTRIC ) {
1718 // Unarmed weapons and conductive weapons won't block this
1719 if( item_blocking && !conductive_shield ) {
1720 float previous_amount = elem.amount;
1721 elem.amount /= 5;
1722 damage_blocked += previous_amount - elem.amount;
1723 }
1724 }
1725 }
1726
1727 std::string damage_blocked_description;
1728 // good/bad/ugly add_msg color code?
1729 // none, hardly any, a little, some, most, all
1730 float blocked_ratio = 0.0f;
1731 if( total_damage > std::numeric_limits<float>::epsilon() ) {
1732 blocked_ratio = ( total_damage - damage_blocked ) / total_damage;
1733 }
1734 if( blocked_ratio < std::numeric_limits<float>::epsilon() ) {
1735 //~ Damage amount in "You block <damage amount> with your <weapon>."
1736 damage_blocked_description = pgettext( "block amount", "all of the damage" );
1737 } else if( blocked_ratio < 0.2 ) {
1738 //~ Damage amount in "You block <damage amount> with your <weapon>."
1739 damage_blocked_description = pgettext( "block amount", "nearly all of the damage" );
1740 } else if( blocked_ratio < 0.4 ) {
1741 //~ Damage amount in "You block <damage amount> with your <weapon>."
1742 damage_blocked_description = pgettext( "block amount", "most of the damage" );
1743 } else if( blocked_ratio < 0.6 ) {
1744 //~ Damage amount in "You block <damage amount> with your <weapon>."
1745 damage_blocked_description = pgettext( "block amount", "a lot of the damage" );
1746 } else if( blocked_ratio < 0.8 ) {
1747 //~ Damage amount in "You block <damage amount> with your <weapon>."
1748 damage_blocked_description = pgettext( "block amount", "some of the damage" );
1749 } else if( blocked_ratio > std::numeric_limits<float>::epsilon() ) {
1750 //~ Damage amount in "You block <damage amount> with your <weapon>."
1751 damage_blocked_description = pgettext( "block amount", "a little of the damage" );
1752 } else {
1753 //~ Damage amount in "You block <damage amount> with your <weapon>."
1754 damage_blocked_description = pgettext( "block amount", "none of the damage" );
1755 }
1757 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1758 _( "You block %1$s with your %2$s!" ),
1759 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1760 _( "<npcname> blocks %1$s with their %2$s!" ),
1761 damage_blocked_description, thing_blocked_with );
1762
1763 // fire martial arts block-triggered effects
1764 martial_arts_data->ma_onblock_effects( *this );
1765
1766 // Check if we have any block counters
1767 matec_id tec = pick_technique( *source, shield, false, false, true );
1768
1769 if( tec != tec_none && !is_dead_state() ) {
1770 if( get_stamina() < get_stamina_max() / 3 ) {
1771 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
1772 } else if( weapon.made_of( material_id( "glass" ) ) ) {
1773 add_msg( m_bad, _( "The item you are wielding is too fragile to counterattack with!" ) );
1774 } else {
1775 melee_attack( *source, false, &tec );
1776 }
1777 }
1778
1779 return true;
1780}
std::string body_part_name(body_part bp, int number)
Returns the matching name of the body_part token.
Definition: bodypart.cpp:317
int blocks_left
Definition: character.h:589
matec_id pick_technique(Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
Returns a random valid technique.
Definition: melee.cpp:1109
int mabuff_block_bonus() const
Returns the block bonus from martial arts buffs.
bool in_sleep_state() const override
Definition: character.cpp:9230
void melee_attack(Creature &t, bool allow_special, const matec_id *force_technique=nullptr, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:384
bool handle_melee_wear(item &shield, float wear_multiplier=1.0f)
Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.
Definition: melee.cpp:156
item & best_shield()
Returns the best item for blocking with.
Definition: melee.cpp:1538
virtual bool is_hallucination() const =0
virtual void add_msg_player_or_npc(const std::string &, const std::string &) const
Definition: creature.h:677
int block_bonus
Definition: creature.h:827
bool conductive() const
Whether the items is conductive.
Definition: item.cpp:6363
const std::vector< material_id > & made_of() const
The ids of all the materials this is made of.
Definition: item.cpp:6298
@ DT_COLD
Definition: damage.h:29
@ DT_ELECTRIC
Definition: damage.h:30
@ DT_ACID
Definition: damage.h:26
static const efftype_id effect_narcosis("narcosis")
static const matec_id tec_none("tec_none")
static const skill_id skill_unarmed("unarmed")

References _, add_msg(), Creature::add_msg_player_or_npc(), best_shield(), Creature::block_bonus, blocking_ability(), blocks_left, body_part_name(), item::conductive(), item::covers(), damage_instance::damage_units, DT_ACID, DT_BASH, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_STAB, effect_narcosis, Creature::get_part_hp_cur(), get_skill_level(), get_stamina(), get_stamina_max(), handle_melee_wear(), Creature::has_effect(), item::has_flag(), in_sleep_state(), is_dead_state(), Creature::is_hallucination(), item::is_null(), logarithmic_range(), m_bad, mabuff_block_bonus(), item::made_of(), martial_arts_data, melee_attack(), one_in(), pgettext(), pick_technique(), skill_melee, skill_unarmed, str_cur, tec_none, item::tname(), and weapon.

◆ blood_loss()

int Character::blood_loss ( const bodypart_id bp) const

Define blood loss (in percents)

Definition at line 5700 of file character.cpp.

5701{
5702 int hp_cur_sum = get_part_hp_cur( bp );
5703 int hp_max_sum = get_part_hp_max( bp );
5704
5705 if( bp == bodypart_id( "leg_l" ) || bp == bodypart_id( "leg_r" ) ) {
5706 hp_cur_sum = get_part_hp_cur( bodypart_id( "leg_l" ) ) + get_part_hp_cur( bodypart_id( "leg_r" ) );
5707 hp_max_sum = get_part_hp_max( bodypart_id( "leg_l" ) ) + get_part_hp_max( bodypart_id( "leg_r" ) );
5708 } else if( bp == bodypart_id( "arm_l" ) || bp == bodypart_id( "arm_r" ) ) {
5709 hp_cur_sum = get_part_hp_cur( bodypart_id( "arm_l" ) ) + get_part_hp_cur( bodypart_id( "arm_r" ) );
5710 hp_max_sum = get_part_hp_max( bodypart_id( "arm_l" ) ) + get_part_hp_max( bodypart_id( "arm_r" ) );
5711 }
5712
5713 hp_cur_sum = std::min( hp_max_sum, std::max( 0, hp_cur_sum ) );
5714 hp_max_sum = std::max( hp_max_sum, 1 );
5715 return 100 - ( 100 * hp_cur_sum ) / hp_max_sum;
5716}
int get_part_hp_max(const bodypart_id &id) const
Definition: creature.cpp:1570

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

◆ bloodType()

field_type_id Character::bloodType ( ) const
overridevirtual

Implements Creature.

Definition at line 489 of file character.cpp.

490{
491 if( has_trait( trait_ACIDBLOOD ) ) {
492 return fd_acid;
493 }
495 return fd_blood_veggy;
496 }
498 return fd_blood_insect;
499 }
502 }
503 return fd_blood;
504}
static const trait_id trait_THRESH_CEPHALOPOD("THRESH_CEPHALOPOD")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const trait_id trait_THRESH_INSECT("THRESH_INSECT")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const trait_id trait_THRESH_SPIDER("THRESH_SPIDER")
field_type_id fd_blood_insect
Definition: field_type.cpp:363
field_type_id fd_blood_invertebrate
Definition: field_type.cpp:364
field_type_id fd_blood_veggy
Definition: field_type.cpp:362
field_type_id fd_blood
Definition: field_type.cpp:336
field_type_id fd_acid
Definition: field_type.cpp:342

References fd_acid, fd_blood, fd_blood_insect, fd_blood_invertebrate, fd_blood_veggy, has_trait(), trait_ACIDBLOOD, trait_THRESH_CEPHALOPOD, trait_THRESH_INSECT, trait_THRESH_PLANT, and trait_THRESH_SPIDER.

◆ blossoms()

void Character::blossoms ( )

Definition at line 8700 of file character.cpp.

8701{
8702 // Player blossoms are shorter-ranged, but you can fire much more frequently if you like.
8703 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8704 map &here = get_map();
8705 for( const tripoint &tmp : here.points_in_radius( pos(), 2 ) ) {
8706 here.add_field( tmp, fd_fungal_haze, rng( 1, 2 ) );
8707 }
8708}
field_type_id fd_fungal_haze
Definition: field_type.cpp:374

References _, map::add_field(), sounds::combat, fd_fungal_haze, get_map(), map::points_in_radius(), pos(), rng(), and sounds::sound().

Referenced by activate_mutation(), and suffer_while_awake().

◆ bmi()

float Character::bmi ( ) const

Definition at line 6771 of file character.cpp.

6772{
6773 return 25;
6774}

Referenced by bodyweight(), debug_menu::debug(), character_display::disp_info(), and suffer_mutation_power().

◆ bmr()

int Character::bmr ( ) const

Definition at line 6878 of file character.cpp.

6879{
6880 return metabolic_rate_base() * 2500;
6881}
float metabolic_rate_base() const
Stable base metabolic rate due to traits.

References metabolic_rate_base().

Referenced by debug_menu::debug(), fall_asleep(), get_hunger_description(), and update_stomach().

◆ body_window()

hp_part Character::body_window ( const std::string &  menu_header,
bool  show_all,
bool  precise,
int  normal_bonus,
int  head_bonus,
int  torso_bonus,
float  bleed,
float  bite,
float  infect,
float  bandage_power,
float  disinfectant_power 
) const

Displays menu with body part hp, optionally with hp estimation after healing.

Returns selected part. menu_header - name of item that triggers this menu show_all - show and enable choice of all limbs, not only healable precise - show numerical hp normal_bonus - heal normal limb head_bonus - heal head torso_bonus - heal torso bleed - chance to stop bleeding bite - chance to remove bite infect - chance to remove infection bandage_power - quality of bandage disinfectant_power - quality of disinfectant

Definition at line 5730 of file character.cpp.

5734{
5735 /* This struct establishes some kind of connection between the hp_part (which can be healed and
5736 * have HP) and the body_part. Note that there are more body_parts than hp_parts. For example:
5737 * Damage to bp_head, bp_eyes and bp_mouth is all applied on the HP of hp_head. */
5738 struct healable_bp {
5739 mutable bool allowed;
5740 bodypart_id bp;
5741 hp_part hp;
5742 std::string name; // Translated name as it appears in the menu.
5743 int bonus;
5744 };
5745 /* The array of the menu entries show to the player. The entries are displayed in this order,
5746 * it may be changed here. */
5747 std::array<healable_bp, num_hp_parts> parts = { {
5748 { false, bodypart_id( "head" ), hp_head, _( "Head" ), head_bonus },
5749 { false, bodypart_id( "torso" ), hp_torso, _( "Torso" ), torso_bonus },
5750 { false, bodypart_id( "arm_l" ), hp_arm_l, _( "Left Arm" ), normal_bonus },
5751 { false, bodypart_id( "arm_r" ), hp_arm_r, _( "Right Arm" ), normal_bonus },
5752 { false, bodypart_id( "leg_l" ), hp_leg_l, _( "Left Leg" ), normal_bonus },
5753 { false, bodypart_id( "leg_r" ), hp_leg_r, _( "Right Leg" ), normal_bonus },
5754 }
5755 };
5756
5757 int max_bp_name_len = 0;
5758 for( const auto &e : parts ) {
5759 max_bp_name_len = std::max( max_bp_name_len, utf8_width( e.name ) );
5760 }
5761
5762 uilist bmenu;
5763 bmenu.desc_enabled = true;
5764 bmenu.text = menu_header;
5765
5766 bmenu.hilight_disabled = true;
5767 bool is_valid_choice = false;
5768
5769 for( size_t i = 0; i < parts.size(); i++ ) {
5770 const auto &e = parts[i];
5771 const bodypart_id &bp = e.bp;
5772 const body_part bp_token = bp->token;
5773 const int maximal_hp = get_part_hp_max( bp );
5774 const int current_hp = get_part_hp_cur( bp );
5775 // This will c_light_gray if the part does not have any effects cured by the item/effect
5776 // (e.g. it cures only bites, but the part does not have a bite effect)
5777 const nc_color state_col = limb_color( bp, bleed > 0.0f, bite > 0.0f, infect > 0.0f );
5778 const bool has_curable_effect = state_col != c_light_gray;
5779 // The same as in the main UI sidebar. Independent of the capability of the healing item/effect!
5780 const nc_color all_state_col = limb_color( bp, true, true, true );
5781 // Broken means no HP can be restored, it requires surgical attention.
5782 const bool limb_is_broken = is_limb_broken( bp );
5783 const bool limb_is_mending = limb_is_broken && worn_with_flag( flag_SPLINT, bp );
5784
5785 if( show_all ) {
5786 e.allowed = true;
5787 } else if( has_curable_effect ) {
5788 e.allowed = true;
5789 } else if( limb_is_broken ) {
5790 e.allowed = false;
5791 } else if( current_hp < maximal_hp && ( e.bonus != 0 || bandage_power > 0.0f ||
5792 disinfectant_power > 0.0f ) ) {
5793 e.allowed = true;
5794 } else {
5795 e.allowed = false;
5796 }
5797
5798 std::string msg;
5799 std::string desc;
5800 bool bleeding = has_effect( effect_bleed, bp_token );
5801 bool bitten = has_effect( effect_bite, bp_token );
5802 bool infected = has_effect( effect_infected, bp_token );
5803 bool bandaged = has_effect( effect_bandaged, bp_token );
5804 bool disinfected = has_effect( effect_disinfected, bp_token );
5805 const int b_power = get_effect_int( effect_bandaged, bp_token );
5806 const int d_power = get_effect_int( effect_disinfected, bp_token );
5807 int new_b_power = static_cast<int>( std::floor( bandage_power ) );
5808 if( bandaged ) {
5809 const effect &eff = get_effect( effect_bandaged, bp_token );
5810 if( new_b_power > eff.get_max_intensity() ) {
5811 new_b_power = eff.get_max_intensity();
5812 }
5813
5814 }
5815 int new_d_power = static_cast<int>( std::floor( disinfectant_power ) );
5816
5817 const auto &aligned_name = std::string( max_bp_name_len - utf8_width( e.name ), ' ' ) + e.name;
5818 std::string hp_str;
5819 if( limb_is_mending ) {
5820 desc += colorize( _( "It is broken but has been set and just needs time to heal." ),
5821 c_blue ) + "\n";
5822 const auto &eff = get_effect( effect_mending, bp_token );
5823 const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration();
5824
5825 if( precise ) {
5826 hp_str = colorize( string_format( "=%2d%%=", mend_perc ), c_blue );
5827 } else {
5828 const int num = mend_perc / 20;
5829 hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), c_blue );
5830 }
5831 } else if( limb_is_broken ) {
5832 desc += colorize( _( "It is broken. It needs a splint or surgical attention." ), c_red ) + "\n";
5833 hp_str = "==%==";
5834 } else if( precise ) {
5835 hp_str = string_format( "%d", current_hp );
5836 } else {
5837 std::pair<std::string, nc_color> h_bar = get_hp_bar( current_hp, maximal_hp, false );
5838 hp_str = colorize( h_bar.first, h_bar.second ) +
5839 colorize( std::string( 5 - utf8_width( h_bar.first ), '.' ), c_white );
5840 }
5841 msg += colorize( aligned_name, all_state_col ) + " " + hp_str;
5842
5843 // BLEEDING block
5844 if( bleeding ) {
5845 desc += colorize( string_format( "%s: %s", get_effect( effect_bleed, bp_token ).get_speed_name(),
5846 get_effect( effect_bleed, bp_token ).disp_short_desc() ), c_red ) + "\n";
5847 if( bleed > 0.0f ) {
5848 desc += colorize( string_format( _( "Chance to stop: %d %%" ),
5849 static_cast<int>( bleed * 100 ) ), c_light_green ) + "\n";
5850 } else {
5851 desc += colorize( _( "This will not stop the bleeding." ),
5852 c_yellow ) + "\n";
5853 }
5854 }
5855 // BANDAGE block
5856 if( bandaged ) {
5857 desc += string_format( _( "Bandaged [%s]" ), texitify_healing_power( b_power ) ) + "\n";
5858 if( new_b_power > b_power ) {
5859 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5860 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5861 } else if( new_b_power > 0 ) {
5862 desc += colorize( _( "You don't expect any improvement from using this." ), c_yellow ) + "\n";
5863 }
5864 } else if( new_b_power > 0 && e.allowed ) {
5865 desc += colorize( string_format( _( "Expected bandage quality: %s" ),
5866 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5867 }
5868 // BITTEN block
5869 if( bitten ) {
5870 desc += colorize( string_format( "%s: ", get_effect( effect_bite,
5871 bp_token ).get_speed_name() ), c_red );
5872 desc += colorize( _( "It has a deep bite wound that needs cleaning." ), c_red ) + "\n";
5873 if( bite > 0 ) {
5874 desc += colorize( string_format( _( "Chance to clean and disinfect: %d %%" ),
5875 static_cast<int>( bite * 100 ) ), c_light_green ) + "\n";
5876 } else {
5877 desc += colorize( _( "This will not help in cleaning this wound." ), c_yellow ) + "\n";
5878 }
5879 }
5880 // INFECTED block
5881 if( infected ) {
5883 bp_token ).get_speed_name() ), c_red );
5884 desc += colorize( _( "It has a deep wound that looks infected. Antibiotics might be required." ),
5885 c_red ) + "\n";
5886 if( infect > 0 ) {
5887 desc += colorize( string_format( _( "Chance to heal infection: %d %%" ),
5888 static_cast<int>( infect * 100 ) ), c_light_green ) + "\n";
5889 } else {
5890 desc += colorize( _( "This will not help in healing infection." ), c_yellow ) + "\n";
5891 }
5892 }
5893 // DISINFECTANT (general) block
5894 if( disinfected ) {
5895 desc += string_format( _( "Disinfected [%s]" ),
5896 texitify_healing_power( d_power ) ) + "\n";
5897 if( new_d_power > d_power ) {
5898 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5899 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
5900 } else if( new_d_power > 0 ) {
5901 desc += colorize( _( "You don't expect any improvement from using this." ),
5902 c_yellow ) + "\n";
5903 }
5904 } else if( new_d_power > 0 && e.allowed ) {
5905 desc += colorize( string_format(
5906 _( "Expected disinfection quality: %s" ),
5907 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
5908 }
5909 // END of blocks
5910
5911 if( ( !e.allowed && !limb_is_broken ) || ( show_all && current_hp == maximal_hp &&
5912 !limb_is_broken && !bitten && !infected && !bleeding ) ) {
5913 desc += colorize( _( "Healthy." ), c_green ) + "\n";
5914 }
5915 if( !e.allowed ) {
5916 desc += colorize( _( "You don't expect any effect from using this." ), c_yellow );
5917 } else {
5918 is_valid_choice = true;
5919 }
5920 bmenu.addentry_desc( i, e.allowed, MENU_AUTOASSIGN, msg, desc );
5921 }
5922
5923 if( !is_valid_choice ) { // no body part can be chosen for this item/effect
5924 bmenu.init();
5925 bmenu.desc_enabled = false;
5926 bmenu.text = _( "No limb would benefit from it." );
5927 bmenu.addentry( parts.size(), true, 'q', "%s", _( "Cancel" ) );
5928 }
5929
5930 bmenu.query();
5931 if( bmenu.ret >= 0 && static_cast<size_t>( bmenu.ret ) < parts.size() &&
5932 parts[bmenu.ret].allowed ) {
5933 return parts[bmenu.ret].hp;
5934 } else {
5935 return num_hp_parts;
5936 }
5937}
int utf8_width(const char *s, const bool ignore_tags)
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_infected("infected")
static const efftype_id effect_bite("bite")
static const std::string flag_SPLINT("SPLINT")
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3327
nc_color limb_color(const bodypart_id &bp, bool bleed, bool bite, bool infect) const
Definition: character.cpp:5939
bool is_limb_broken(const bodypart_id &limb) const
Returns true if the limb is broken.
Definition: character.cpp:1379
virtual void bleed() const
Adds an appropriate blood splatter.
Definition: creature.cpp:131
int get_max_intensity() const
Returns the maximum intensity of an effect.
Definition: effect.cpp:853
time_duration get_duration() const
Returns the remaining duration of an effect.
Definition: effect.cpp:797
bool is_null() const
Returns true if the effect is the result of effect(), ie.
Definition: effect.cpp:553
int ret
Definition: ui.h:412
bool desc_enabled
Definition: ui.h:352
void addentry_desc(const std::string &str, const std::string &desc)
Definition: ui.cpp:952
bool hilight_disabled
Definition: ui.h:366
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:942
#define c_green
Definition: color.h:22
#define c_light_green
Definition: color.h:28
std::string texitify_healing_power(const int power)
Definition: effect.cpp:1478
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:838
void init()
Sane defaults on initialization.
Definition: ui.cpp:152
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
hp_part
Definition: pldata.h:32
@ hp_torso
Definition: pldata.h:34
@ hp_leg_r
Definition: pldata.h:38
@ hp_arm_r
Definition: pldata.h:36
@ hp_head
Definition: pldata.h:33
@ hp_arm_l
Definition: pldata.h:35
@ num_hp_parts
Definition: pldata.h:39
@ hp_leg_l
Definition: pldata.h:37
const int MENU_AUTOASSIGN
Definition: ui.h:31

References _, uilist::addentry(), uilist::addentry_desc(), Creature::bleed(), c_blue, c_green, c_light_gray, c_light_green, c_red, c_white, c_yellow, colorize(), uilist::desc_enabled, effect_bandaged, effect_bite, effect_bleed, effect_disinfected, effect_infected, effect_mending, flag_SPLINT(), Creature::get_effect(), Creature::get_effect_int(), get_hp_bar(), effect::get_max_intensity(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), Creature::has_effect(), uilist::hilight_disabled, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, uilist::init(), is_limb_broken(), limb_color(), MENU_AUTOASSIGN, name, num, num_hp_parts, uilist::query(), uilist::ret, string_format(), texitify_healing_power(), uilist::text, utf8_width(), and worn_with_flag().

Referenced by game::npc_menu(), and pick_part_to_heal().

◆ bodypart_exposure()

std::map< bodypart_id, float > Character::bodypart_exposure ( )

Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).

Clothing layers are multiplied, ex. two layers of 50% coverage will leave only 25% exposed. Used to determine suffering effects of albinism and solar sensitivity.

Definition at line 783 of file suffer.cpp.

784{
785 std::map<bodypart_id, float> bp_exposure;
786 // May need to iterate over all body parts several times, so make a copy
787 const std::vector<bodypart_id> all_body_parts = get_all_body_parts();
788
789 // Initially, all parts are assumed to be fully exposed
790 for( const bodypart_id &bp : all_body_parts ) {
791 bp_exposure[bp] = 1.0;
792 }
793 // For every item worn, for every body part, adjust coverage
794 for( const item &it : worn ) {
795 // What body parts does this item cover?
796 body_part_set covered = it.get_covered_body_parts();
797 for( const bodypart_id &bp : all_body_parts ) {
798 if( bp->token != num_bp && !covered.test( bp->token ) ) {
799 continue;
800 }
801 // How much exposure does this item leave on this part? (1.0 == naked)
802 float part_exposure = 1.0 - it.get_coverage() / 100.0f;
803 // Coverage multiplies, so two layers with 50% coverage will together give 75%
804 bp_exposure[bp] = bp_exposure[bp] * part_exposure;
805 }
806 }
807 return bp_exposure;
808}
@ num_bp
Definition: bodypart.h:52
std::vector< bodypart_id > get_all_body_parts(bool only_main=false) const
Returns body parts this creature have.
Definition: creature.cpp:1632
bool test(const body_part &bp) const
Definition: bodypart.h:237

References all_body_parts, Creature::get_all_body_parts(), num_bp, body_part_set::test(), and worn.

Referenced by suffer_from_sunburn().

◆ bodytemp_color()

nc_color Character::bodytemp_color ( int  bp) const

Define color for displaying the body temperature.

Definition at line 10365 of file character.cpp.

10366{
10367 nc_color color = c_light_gray; // default
10368 if( bp == bp_eyes ) {
10369 color = c_light_gray; // Eyes don't count towards warmth
10370 } else if( temp_conv[bp] > BODYTEMP_SCORCHING ) {
10371 color = c_red;
10372 } else if( temp_conv[bp] > BODYTEMP_VERY_HOT ) {
10374 } else if( temp_conv[bp] > BODYTEMP_HOT ) {
10375 color = c_yellow;
10376 } else if( temp_conv[bp] > BODYTEMP_COLD ) {
10377 color = c_green;
10378 } else if( temp_conv[bp] > BODYTEMP_VERY_COLD ) {
10380 } else if( temp_conv[bp] > BODYTEMP_FREEZING ) {
10381 color = c_cyan;
10382 } else if( temp_conv[bp] <= BODYTEMP_FREEZING ) {
10383 color = c_blue;
10384 }
10385 return color;
10386}
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static nc_color color(const T_t &t)
static constexpr int BODYTEMP_SCORCHING
Definition: weather.h:42
static constexpr int BODYTEMP_VERY_HOT
Level 3 hotness.
Definition: weather.h:40
static constexpr int BODYTEMP_VERY_COLD
Frostbite timer will not improve while below this point.
Definition: weather.h:32
static constexpr int BODYTEMP_FREEZING
This value means frostbite occurs at the warmest temperature of 1C. If changed, the temp_conv calcula...
Definition: weather.h:30

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, c_blue, c_cyan, c_green, c_light_blue, c_light_gray, c_light_red, c_red, c_yellow, color(), and temp_conv.

Referenced by character_display::print_encumbrance().

◆ bodytemp_modifier_traits()

int Character::bodytemp_modifier_traits ( bool  overheated) const

Correction factor of the body temperature due to traits and mutations.

Definition at line 9451 of file character.cpp.

9452{
9453 int mod = 0;
9454 for( const trait_id &iter : get_mutations() ) {
9455 mod += overheated ? iter->bodytemp_min : iter->bodytemp_max;
9456 }
9457 return mod;
9458}
std::vector< trait_id > get_mutations(bool include_hidden=true) const
Get the idents of all traits/mutations.

References get_mutations().

Referenced by update_bodytemp().

◆ bodytemp_modifier_traits_floor()

int Character::bodytemp_modifier_traits_floor ( ) const

Correction factor of the body temperature due to traits and mutations for player lying on the floor.

Definition at line 9460 of file character.cpp.

9461{
9462 int mod = 0;
9463 for( const trait_id &iter : get_mutations() ) {
9464 mod += iter->bodytemp_sleep;
9465 }
9466 return mod;
9467}

References get_mutations().

Referenced by floor_warmth().

◆ bodyweight()

units::mass Character::bodyweight ( ) const

Definition at line 6776 of file character.cpp.

6777{
6778 return units::from_kilogram( bmi() * std::pow( height() / 100.0f, 2 ) );
6779}
int height() const
Definition: character.cpp:6857
float bmi() const
Definition: character.cpp:6771
constexpr quantity< value_type, mass_in_milligram_tag > from_kilogram(const value_type v)
Definition: units_mass.h:47

References bmi(), units::from_kilogram(), and height().

Referenced by get_weight(), and get_weight_string().

◆ bonus_damage()

float Character::bonus_damage ( bool  random) const

Returns the bonus bashing damage the player deals based on their stats.

Strength increases bashing damage

Definition at line 854 of file melee.cpp.

855{
856 /** @EFFECT_STR increases bashing damage */
857 if( random ) {
858 return rng_float( get_str() / 2.0f, get_str() );
859 }
860
861 return get_str() * 0.75f;
862}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4076
type random()
Returns a random direction.
Definition: overmap.cpp:4218
double rng_float(double lo, double hi)
Definition: rng.cpp:28

References get_str(), om_direction::random(), and rng_float().

Referenced by draw_stats_info(), roll_bash_damage(), and set_stats().

◆ bonus_from_enchantments()

double Character::bonus_from_enchantments ( double  base,
enchant_vals::mod  value,
bool  round = false 
) const

Calculate bonus from enchantments for given base value.

Definition at line 7951 of file character.cpp.

7953{
7954 return enchantment_cache->calc_bonus( value, base, round );
7955}
pimpl< enchantment > enchantment_cache
Definition: character.h:2236

References enchantment_cache.

Referenced by armor_enchantment_adjust(), attack_cost(), known_magic::mana_regen_rate(), known_magic::max_mana(), metabolic_rate_base(), and run_cost().

◆ bp_to_hp()

hp_part Character::bp_to_hp ( body_part  bp)
static

Converts a body_part to an hp_part.

Definition at line 6475 of file character.cpp.

6476{
6477 switch( bp ) {
6478 case bp_head:
6479 case bp_eyes:
6480 case bp_mouth:
6481 return hp_head;
6482 case bp_torso:
6483 return hp_torso;
6484 case bp_arm_l:
6485 case bp_hand_l:
6486 return hp_arm_l;
6487 case bp_arm_r:
6488 case bp_hand_r:
6489 return hp_arm_r;
6490 case bp_leg_l:
6491 case bp_foot_l:
6492 return hp_leg_l;
6493 case bp_leg_r:
6494 case bp_foot_r:
6495 return hp_leg_r;
6496 default:
6497 return num_hp_parts;
6498 }
6499}

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_hp_parts.

Referenced by iexamine::autodoc(), explosion_handler::shrapnel(), and heal_actor::use_healing_item().

◆ build_mut_dependency_map()

void Character::build_mut_dependency_map ( const trait_id mut,
std::unordered_map< trait_id, int > &  dependency_map,
int  distance 
)

Recursively traverses the mutation's prerequisites and replacements, building up a map.

Definition at line 7814 of file character.cpp.

7816{
7817 // Skip base traits and traits we've seen with a lower distance
7818 const auto lowest_distance = dependency_map.find( mut );
7819 if( !has_base_trait( mut ) && ( lowest_distance == dependency_map.end() ||
7820 distance < lowest_distance->second ) ) {
7821 dependency_map[mut] = distance;
7822 // Recurse over all prerequisite and replacement mutations
7823 const mutation_branch &mdata = mut.obj();
7824 for( const trait_id &i : mdata.prereqs ) {
7825 build_mut_dependency_map( i, dependency_map, distance + 1 );
7826 }
7827 for( const trait_id &i : mdata.prereqs2 ) {
7828 build_mut_dependency_map( i, dependency_map, distance + 1 );
7829 }
7830 for( const trait_id &i : mdata.replacements ) {
7831 build_mut_dependency_map( i, dependency_map, distance + 1 );
7832 }
7833 }
7834}
void build_mut_dependency_map(const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
Recursively traverses the mutation's prerequisites and replacements, building up a map.
Definition: character.cpp:7814
bool has_base_trait(const trait_id &b) const
Returns true if the player has the entered starting trait.
Definition: mutation.cpp:121
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
std::vector< trait_id > replacements
Definition: mutation.h:263
std::vector< trait_id > prereqs
Definition: mutation.h:258
std::vector< trait_id > prereqs2
Definition: mutation.h:259

References build_mut_dependency_map(), has_base_trait(), string_id< T >::obj(), mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::replacements, and second.

Referenced by build_mut_dependency_map(), and set_highest_cat_level().

◆ burn_fuel()

bool Character::burn_fuel ( bionic bio,
bool  start = false 
)

Convert fuel to bionic power.

Definition at line 1152 of file bionics.cpp.

1153{
1154 if( ( bio.info().fuel_opts.empty() && !bio.info().is_remote_fueled ) ||
1156 return true;
1157 }
1158 const bool is_metabolism_powered = bio.is_this_fuel_powered( fuel_type_metabolism );
1159 const bool is_cable_powered = bio.info().is_remote_fueled;
1160 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1161 float effective_efficiency = get_effective_efficiency( bio, bio.info().fuel_efficiency );
1162
1163 if( is_cable_powered ) {
1164 const itype_id remote_fuel = find_remote_fuel();
1165 if( !remote_fuel.is_empty() ) {
1166 fuel_available.emplace_back( remote_fuel );
1167 if( remote_fuel == fuel_type_sun_light ) {
1168 const item *pack = item_worn_with_flag( "SOLARPACK_ON" );
1169 effective_efficiency = pack != nullptr ? pack->type->solar_efficiency : 0;
1170 }
1171 // TODO: check for available fuel in remote source
1172 } else if( !start ) {
1174 _( "Your %s runs out of fuel and turn off." ),
1175 _( "<npcname>'s %s runs out of fuel and turn off." ),
1176 bio.info().name );
1177 bio.powered = false;
1178 deactivate_bionic( bio, true );
1179 return false;
1180 }
1181 }
1182
1183 if( start && fuel_available.empty() ) {
1184 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to start." ),
1185 _( "<npcname>'s %s does not have enough fuel to start." ),
1186 bio.info().name );
1187 deactivate_bionic( bio );
1188 return false;
1189 }
1190 // don't produce power on start to avoid instant recharge exploit by turning bionic ON/OFF
1191 //in the menu
1192 if( !start ) {
1193 for( const itype_id &fuel : fuel_available ) {
1194 const item &tmp_fuel = item( fuel );
1195 const int fuel_energy = tmp_fuel.fuel_energy();
1196 const bool is_perpetual_fuel = tmp_fuel.has_flag( flag_PERPETUAL );
1197
1198 int current_fuel_stock;
1199 if( is_metabolism_powered ) {
1200 current_fuel_stock = std::max( 0.0f, get_stored_kcal() - 0.8f *
1201 max_stored_kcal() );
1202 } else if( is_perpetual_fuel ) {
1203 current_fuel_stock = 1;
1204 } else if( is_cable_powered ) {
1205 current_fuel_stock = std::stoi( get_value( "rem_" + fuel.str() ) );
1206 } else {
1207 current_fuel_stock = std::stoi( get_value( fuel.str() ) );
1208 }
1209
1210 if( !bio.has_flag( flag_SAFE_FUEL_OFF ) &&
1211 get_power_level() + units::from_kilojoule( fuel_energy ) * effective_efficiency
1212 > get_max_power_level() ) {
1213 if( !bio.is_auto_start_keep_full() ) {
1214 if( is_metabolism_powered ) {
1215 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste calories." ),
1216 _( "<npcname>'s %s turns off to not waste calories." ),
1217 bio.info().name );
1218 } else if( is_perpetual_fuel ) {
1219 add_msg_player_or_npc( m_info, _( "Your %s turns off after filling your power banks." ),
1220 _( "<npcname>'s %s turns off after filling their power banks." ),
1221 bio.info().name );
1222 } else {
1223 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste fuel." ),
1224 _( "<npcname>'s %s turns off to not waste fuel." ),
1225 bio.info().name );
1226 }
1227 }
1228 bio.powered = false;
1229 deactivate_bionic( bio, true );
1230 return false;
1231 } else {
1232 if( current_fuel_stock > 0 ) {
1233 map &here = get_map();
1234 if( is_metabolism_powered ) {
1235 const int kcal_consumed = fuel_energy;
1236 // 1kcal = 4187 J
1237 const units::energy power_gain = kcal_consumed * 4184_J * effective_efficiency;
1238 mod_stored_kcal( -kcal_consumed );
1239 mod_power_level( power_gain );
1240 } else if( is_perpetual_fuel ) {
1241 if( fuel == fuel_type_sun_light && g->is_in_sunlight( pos() ) ) {
1242 const weather_type_id &wtype = current_weather( pos() );
1243 const float tick_sunlight = incident_sunlight( wtype, calendar::turn );
1244 const double intensity = tick_sunlight / default_daylight_level();
1245 mod_power_level( units::from_kilojoule( fuel_energy ) * intensity * effective_efficiency );
1246 } else if( fuel == fuel_type_wind ) {
1247 int vehwindspeed = 0;
1248 const optional_vpart_position vp = here.veh_at( pos() );
1249 if( vp ) {
1250 // vehicle velocity in mph
1251 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1252 }
1253 const weather_manager &wm = get_weather();
1254 const double windpower = get_local_windpower( wm.windspeed + vehwindspeed,
1256 g->is_sheltered( pos() ) );
1257 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_efficiency );
1258 }
1259 } else if( is_cable_powered ) {
1260 int to_consume = 1;
1262 to_consume = 0;
1263 }
1264 const int unconsumed = consume_remote_fuel( to_consume );
1265 if( unconsumed == 0 && to_consume == 1 ) {
1266 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1267 current_fuel_stock -= 1;
1268 } else if( to_consume == 1 ) {
1269 current_fuel_stock = 0;
1270 }
1271 set_value( "rem_" + fuel.str(), std::to_string( current_fuel_stock ) );
1272 } else {
1273 current_fuel_stock -= 1;
1274 set_value( fuel.str(), std::to_string( current_fuel_stock ) );
1275 update_fuel_storage( fuel );
1276 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1277 }
1278
1279 heat_emission( bio, fuel_energy );
1280 if( bio.info().power_gen_emission ) {
1281 here.emit_field( pos(), bio.info().power_gen_emission );
1282 }
1283 } else {
1284
1285 if( is_metabolism_powered ) {
1287 _( "Stored calories are below the safe threshold, your %s shuts down to preserve your health." ),
1288 _( "Stored calories are below the safe threshold, <npcname>'s %s shuts down to preserve their health." ),
1289 bio.info().name );
1290 } else {
1291 remove_value( fuel.str() );
1293 _( "Your %s runs out of fuel and turn off." ),
1294 _( "<npcname>'s %s runs out of fuel and turn off." ),
1295 bio.info().name );
1296 }
1297
1298 bio.powered = false;
1299 deactivate_bionic( bio, true );
1300 return false;
1301 }
1302 }
1303 }
1304 }
1305 return true;
1306}
static const std::string flag_SAFE_FUEL_OFF("SAFE_FUEL_OFF")
static const std::string flag_PERPETUAL("PERPETUAL")
static const itype_id fuel_type_wind("wind")
static const itype_id fuel_type_metabolism("metabolism")
static const itype_id fuel_type_muscle("muscle")
static const itype_id fuel_type_sun_light("sunlight")
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
std::vector< itype_id > get_fuel_available(const bionic_id &bio) const
Return list of available fuel for this bionic.
Definition: character.cpp:2128
const item * item_worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns the first worn item with a given flag.
Definition: character.cpp:3335
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4311
void heat_emission(bionic &bio, int fuel_energy)
Handle heat from exothermic power generation.
Definition: bionics.cpp:1449
float get_effective_efficiency(bionic &bio, float fuel_efficiency)
Applies modifier to fuel_efficiency and returns the resulting efficiency.
Definition: bionics.cpp:1469
int get_stored_kcal() const
Getter for need values exclusive to characters.
Definition: character.cpp:4306
int consume_remote_fuel(int amount)
Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally succes...
Definition: bionics.cpp:1406
void update_fuel_storage(const itype_id &fuel)
Updates which bionic contain fuel and which is empty.
Definition: character.cpp:2174
itype_id find_remote_fuel(bool look_only=false)
Find fuel used by remote powered bionic.
Definition: bionics.cpp:1352
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1336
float fuel_energy() const
Returns energy of one charge of this item as fuel for an engine.
Definition: item.cpp:6701
const itype * type
Definition: item.h:2157
void emit_field(const tripoint &pos, const emit_id &src, float mul=1.0f)
Runs one cycle of emission src which may result in propagation of fields.
Definition: map_field.cpp:1928
int winddirection
Definition: weather.h:194
const weather_type_id & current_weather(const tripoint &location, const time_point &t)
Definition: weather.cpp:143
int incident_sunlight(const weather_type_id &wtype, const time_point &t)
Amount of sunlight incident at the ground, taking weather and time of day into account.
Definition: weather.cpp:107
emit_id power_gen_emission
Type of field emitted by this bionic when it produces energy.
Definition: bionics.h:75
std::vector< itype_id > fuel_opts
Fuel types that can be used by this bionic.
Definition: bionics.h:63
float fuel_efficiency
Fraction of fuel energy converted to bionic power.
Definition: bionics.h:67
bool has_flag(const std::string &flag) const
Definition: bionics.cpp:2659
bool is_this_fuel_powered(const itype_id &this_fuel) const
Definition: bionics.cpp:2674
float solar_efficiency
Efficiency of solar energy conversion for solarpacks.
Definition: itype.h:1042

References _, Creature::add_msg_player_or_npc(), consume_remote_fuel(), current_weather(), deactivate_bionic(), default_daylight_level(), map::emit_field(), find_remote_fuel(), flag_PERPETUAL(), flag_SAFE_FUEL_OFF(), units::from_kilojoule(), bionic_data::fuel_efficiency, item::fuel_energy(), bionic_data::fuel_opts, fuel_type_metabolism, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_max_power_level(), get_power_level(), get_stored_kcal(), Creature::get_value(), get_weather(), global_omt_location(), bionic::has_flag(), item::has_flag(), heat_emission(), bionic::id, incident_sunlight(), bionic::info(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, bionic::is_this_fuel_powered(), item_worn_with_flag(), m_bad, m_info, max_stored_kcal(), mod_power_level(), mod_stored_kcal(), bionic_data::name, overmap_buffer, pos(), bionic_data::power_gen_emission, bionic::powered, Creature::remove_value(), Creature::set_value(), itype::solar_efficiency, overmapbuffer::ter(), to_string(), calendar::turn, item::type, update_fuel_storage(), map::veh_at(), weather_manager::winddirection, and weather_manager::windspeed.

Referenced by activate_bionic(), and process_bionic().

◆ burn_move_stamina()

void Character::burn_move_stamina ( int  moves)

Definition at line 7135 of file character.cpp.

7136{
7137 int overburden_percentage = 0;
7138 units::mass current_weight = weight_carried();
7139 // Make it at least 1 gram to avoid divide-by-zero warning
7140 units::mass max_weight = std::max( weight_capacity(), 1_gram );
7141 if( current_weight > max_weight ) {
7142 overburden_percentage = ( current_weight - max_weight ) * 100 / max_weight;
7143 }
7144
7145 int burn_ratio = get_option<int>( "PLAYER_BASE_STAMINA_BURN_RATE" );
7146 for( const bionic_id &bid : get_bionic_fueled_with( item( "muscle" ) ) ) {
7147 if( has_active_bionic( bid ) ) {
7148 burn_ratio = burn_ratio * 2 - 3;
7149 }
7150 }
7151 burn_ratio += overburden_percentage;
7152 if( move_mode == CMM_RUN ) {
7153 burn_ratio = burn_ratio * 7;
7154 }
7155 mod_stamina( -( ( moves * burn_ratio ) / 100.0 ) * stamina_move_cost_modifier() );
7156 add_msg( m_debug, "Stamina burn: %d", -( ( moves * burn_ratio ) / 100 ) );
7157 // Chance to suffer pain if overburden and stamina runs out or has trait BADBACK
7158 // Starts at 1 in 25, goes down by 5 for every 50% more carried
7159 if( ( current_weight > max_weight ) && ( has_trait( trait_BADBACK ) || get_stamina() == 0 ) &&
7160 one_in( 35 - 5 * current_weight / ( max_weight / 2 ) ) ) {
7161 add_msg_if_player( m_bad, _( "Your body strains under the weight!" ) );
7162 // 1 more pain for every 800 grams more (5 per extra STR needed)
7163 if( ( ( current_weight - max_weight ) / 800_gram > get_pain() && get_pain() < 100 ) ) {
7164 mod_pain( 1 );
7165 }
7166 }
7167}
static const trait_id trait_BADBACK("BADBACK")
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1980
units::mass weight_carried() const
Definition: character.cpp:2776
void mod_stamina(int mod)
Definition: character.cpp:7125
float stamina_move_cost_modifier() const
Definition: character.cpp:7169
virtual int get_pain() const
Definition: creature.cpp:1371

References _, add_msg(), Creature::add_msg_if_player(), CMM_RUN, get_bionic_fueled_with(), Creature::get_pain(), get_stamina(), has_active_bionic(), has_trait(), m_bad, m_debug, mod_pain(), mod_stamina(), move_mode, Creature::moves, one_in(), stamina_move_cost_modifier(), trait_BADBACK, weight_capacity(), and weight_carried().

Referenced by avatar_action::swim(), and game::walk_move().

◆ calc_all_parts_hp()

void Character::calc_all_parts_hp ( float  hp_mod = 0.0,
float  hp_adjust = 0.0,
int  str_max = 0 
)

Sets hp for all body parts.

Definition at line 1714 of file character.cpp.

1715{
1716 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1717 bodypart &bp = *get_part( part.first );
1718 int new_max = ( part.first->base_hp + str_max * 3 + hp_adjustment ) * hp_mod;
1719
1720 if( has_trait( trait_id( "GLASSJAW" ) ) && part.first == bodypart_str_id( "head" ) ) {
1721 new_max *= 0.8;
1722 }
1723
1724 float max_hp_ratio = static_cast<float>( new_max ) /
1725 static_cast<float>( bp.get_hp_max() );
1726
1727 int new_cur = std::ceil( static_cast<float>( bp.get_hp_cur() ) * max_hp_ratio );
1728
1729 bp.set_hp_max( std::max( new_max, 1 ) );
1730 bp.set_hp_cur( std::max( std::min( new_cur, new_max ), 0 ) );
1731 }
1732}
string_id< body_part_type > bodypart_str_id
Definition: bodypart.h:22
const std::map< bodypart_str_id, bodypart > & get_body() const
Definition: creature.cpp:1532
bodypart * get_part(const bodypart_id &id)
Definition: creature.cpp:1545
int get_hp_max() const
Definition: bodypart.cpp:400
int get_hp_cur() const
Definition: bodypart.cpp:395
void set_hp_max(int set)
Definition: bodypart.cpp:425
void set_hp_cur(int set)
Definition: bodypart.cpp:420

References Creature::get_body(), bodypart::get_hp_cur(), bodypart::get_hp_max(), Creature::get_part(), has_trait(), bodypart::set_hp_cur(), bodypart::set_hp_max(), str_max, and trait_id.

Referenced by recalc_hp().

◆ calc_encumbrance() [1/2]

char_encumbrance_data Character::calc_encumbrance ( ) const
protected

Recalculate encumbrance for all body parts.

Definition at line 3660 of file character.cpp.

3661{
3662 return calc_encumbrance( item() );
3663}
char_encumbrance_data calc_encumbrance() const
Recalculate encumbrance for all body parts.
Definition: character.cpp:3660

References calc_encumbrance().

Referenced by calc_encumbrance(), get_encumbrance(), on_item_takeoff(), on_item_wear(), and reset_encumbrance().

◆ calc_encumbrance() [2/2]

char_encumbrance_data Character::calc_encumbrance ( const item new_item) const
protected

Recalculate encumbrance for all body parts as if new_item was also worn.

Definition at line 3665 of file character.cpp.

3666{
3667
3669
3670 item_encumb( enc, new_item );
3671 mut_cbm_encumb( enc );
3672
3673 return enc;
3674}
void item_encumb(char_encumbrance_data &vals, const item &new_item) const
Applies encumbrance from items only If new_item is not null, then calculate under the asumption that ...
Definition: character.cpp:3970
void mut_cbm_encumb(char_encumbrance_data &vals) const
Applies encumbrance from mutations and bionics only.
Definition: character.cpp:4033

References item_encumb(), and mut_cbm_encumb().

◆ calc_needs_rates()

needs_rates Character::calc_needs_rates ( ) const

Definition at line 4906 of file character.cpp.

4907{
4908 const effect &sleep = get_effect( effect_sleep );
4909 const bool has_recycler = has_bionic( bio_recycler );
4910 const bool asleep = !sleep.is_null();
4911
4912 needs_rates rates;
4913 rates.hunger = metabolic_rate();
4914
4915 add_msg_if_player( m_debug, "Metabolic rate: %.2f", rates.hunger );
4916
4917 static const std::string player_thirst_rate( "PLAYER_THIRST_RATE" );
4918 rates.thirst = get_option< float >( player_thirst_rate );
4919 static const std::string thirst_modifier( "thirst_modifier" );
4920 rates.thirst *= 1.0f + mutation_value( thirst_modifier );
4921 static const std::string slows_thirst( "SLOWS_THIRST" );
4922 if( worn_with_flag( slows_thirst ) ) {
4923 rates.thirst *= 0.7f;
4924 }
4925
4926 static const std::string player_fatigue_rate( "PLAYER_FATIGUE_RATE" );
4927 rates.fatigue = get_option< float >( player_fatigue_rate );
4928 static const std::string fatigue_modifier( "fatigue_modifier" );
4929 rates.fatigue *= 1.0f + mutation_value( fatigue_modifier );
4930
4931 // Note: intentionally not in metabolic rate
4932 if( has_recycler ) {
4933 // Recycler won't help much with mutant metabolism - it is intended for human one
4934 rates.hunger = std::min( rates.hunger, std::max( 0.5f, rates.hunger - 0.5f ) );
4935 rates.thirst = std::min( rates.thirst, std::max( 0.5f, rates.thirst - 0.5f ) );
4936 }
4937
4938 if( asleep ) {
4939 static const std::string fatigue_regen_modifier( "fatigue_regen_modifier" );
4940 // Multiplied by 2 to account for legacy (bugged to always apply)
4941 // bonus for sleeping over 2 hours
4942 rates.recovery = 2.0f * ( 1.0f + mutation_value( fatigue_regen_modifier ) );
4943 if( is_hibernating() ) {
4944 // Hunger and thirst advance *much* more slowly whilst we hibernate.
4945 rates.hunger *= ( 1.0f / 7.0f );
4946 rates.thirst *= ( 1.0f / 7.0f );
4947 }
4948 rates.recovery -= static_cast<float>( get_perceived_pain() ) / 60;
4949
4950 } else {
4951 rates.recovery = 0;
4952 }
4953
4955 // Much of the body's needs are taken care of by the trees.
4956 // Hair Roots don't provide any bodily needs.
4958 rates.hunger *= 0.5f;
4959 rates.thirst *= 0.5f;
4960 rates.fatigue *= 0.5f;
4961 }
4962 }
4963
4965 // Transpiration, the act of moving nutrients with evaporating water, can take a very heavy toll on your thirst when it's really hot.
4966 rates.thirst *= ( ( get_weather().get_temperature( pos() ) - 32.5f ) / 40.0f );
4967 }
4968
4969 if( is_npc() ) {
4970 rates.hunger *= 0.25f;
4971 rates.thirst *= 0.25f;
4972 }
4973
4974 return rates;
4975}
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_ROOTS2("ROOTS2")
static const bionic_id bio_recycler("bio_recycler")
static const efftype_id effect_sleep("sleep")
static const trait_id trait_TRANSPIRATION("TRANSPIRATION")
static const trait_id trait_ROOTS3("ROOTS3")
float metabolic_rate() const
Current metabolic rate due to traits, hunger, speed, etc.
bool is_hibernating() const
Returns if the player has hibernation mutation and is asleep and well fed.
Definition: character.cpp:5156
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9132
int get_perceived_pain() const override
Returns perceived pain (reduced with painkillers)
Definition: character.cpp:923
int get_temperature(const tripoint &location) const
Definition: weather.cpp:1107
static void sleep()
float hunger
Definition: character.h:204
float recovery
Definition: character.h:206
float fatigue
Definition: character.h:205
float thirst
Definition: character.h:203

References ACT_TREE_COMMUNION, Creature::add_msg_if_player(), bio_recycler, effect_sleep, needs_rates::fatigue, Creature::get_effect(), get_perceived_pain(), weather_manager::get_temperature(), get_weather(), has_activity(), has_bionic(), has_trait(), needs_rates::hunger, is_hibernating(), Creature::is_npc(), m_debug, metabolic_rate(), mutation_value(), pos(), needs_rates::recovery, sleep(), needs_rates::thirst, trait_ROOTS2, trait_ROOTS3, trait_TRANSPIRATION, and worn_with_flag().

Referenced by update_needs(), and update_stomach().

◆ can_consume()

bool Character::can_consume ( const item it) const

Check character's capability of consumption overall.

Definition at line 1492 of file consumption.cpp.

1493{
1494 if( can_consume_as_is( it ) ) {
1495 return true;
1496 }
1497 // Checking NO_RELOAD to prevent consumption of `battery` when contained in `battery_car` (#20012)
1498 return !it.is_container_empty() && !it.has_flag( flag_NO_RELOAD ) &&
1500}
bool can_consume_as_is(const item &it) const
Check whether character can consume this very item.
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool is_container_empty() const
Whether this item has no contents at all.
Definition: item.cpp:6722
static const std::string flag_NO_RELOAD("NO_RELOAD")

References can_consume_as_is(), item::contents, flag_NO_RELOAD(), item_contents::front(), item::has_flag(), and item::is_container_empty().

Referenced by find_auto_consume(), and examine_item_menu::rate_action_eat().

◆ can_consume_as_is()

bool Character::can_consume_as_is ( const item it) const

Check whether character can consume this very item.

Definition at line 1482 of file consumption.cpp.

1483{
1484 return it.is_comestible() || can_consume_for_bionic( it );
1485}
bool can_consume_for_bionic(const item &it) const
bool is_comestible() const
Definition: item.cpp:6472

References can_consume_for_bionic(), and item::is_comestible().

Referenced by can_consume(), player::consume(), avatar_action::eat(), and get_consumable_from().

◆ can_consume_for_bionic()

bool Character::can_consume_for_bionic ( const item it) const

Definition at line 1487 of file consumption.cpp.

1488{
1490}
rechargeable_cbm get_cbm_rechargeable_with(const item &it) const

References get_cbm_rechargeable_with(), and none.

Referenced by can_consume_as_is().

◆ can_eat()

ret_val< edible_rating > Character::can_eat ( const item food) const

Can the food be [theoretically] eaten no matter the consequen ces?

Definition at line 635 of file consumption.cpp.

636{
637
638 const auto &comest = food.get_comestible();
639 if( !comest ) {
640 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible." ) );
641 }
642
643 if( food.has_flag( flag_INEDIBLE ) ) {
644 if( ( food.has_flag( flag_CATTLE ) && !has_trait( trait_THRESH_CATTLE ) ) ||
647 ( food.has_flag( flag_BIRD ) && !has_trait( trait_THRESH_BIRD ) ) ) {
648 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible to you." ) );
649 }
650 }
651
652 if( food.is_craft() ) {
653 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
654 }
655
656 if( food.has_own_flag( "DIRTY" ) ) {
658 _( "This is full of dirt after being on the ground." ) );
659 }
660
661 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
662 const bool edible = eat_verb || comest->comesttype == comesttype_FOOD;
663 const bool drinkable = !eat_verb && comest->comesttype == comesttype_DRINK;
664
665 // TODO: This condition occurs way too often. Unify it.
666 // update Sep. 26 2018: this apparently still occurs way too often. yay!
668 return ret_val<edible_rating>::make_failure( _( "You can't do that while underwater." ) );
669 }
670
671 if( edible || drinkable ) {
672 for( const auto &elem : food.type->materials ) {
673 if( !elem->edible() ) {
674 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
675 }
676 }
677 }
678
679 if( !comest->tool.is_null() ) {
680 const bool has = item::count_by_charges( comest->tool )
681 ? has_charges( comest->tool, 1 )
682 : has_amount( comest->tool, 1 );
683 if( !has ) {
685 string_format( _( "You need a %s to consume that!" ),
686 item::nname( comest->tool ) ) );
687 }
688 }
689
690 // For all those folks who loved eating marloss berries. D:< mwuhahaha
692 !food.has_flag( flag_NO_INGEST ) ) {
694 _( "We can't eat that. It's not right for us." ) );
695 }
696 // Here's why PROBOSCIS is such a negative trait.
697 if( has_trait( trait_PROBOSCIS ) && !( drinkable || food.is_medication() ) ) {
699 _( "Ugh, you can't drink that!" ) );
700 }
701 if( has_trait( trait_CARNIVORE ) && ( compute_effective_nutrients( food ).kcal ) > 0 &&
704 _( "Eww. Inedible plant stuff!" ) );
705 }
706
709 // Like non-cannibal, but more strict!
711 _( "The thought of eating that makes you feel sick." ) );
712 }
713
714 for( const trait_id &mut : get_mutations() ) {
715 if( !food.made_of_any( mut.obj().can_only_eat ) && !mut.obj().can_only_eat.empty() &&
716 !food.has_flag( flag_NO_INGEST ) ) {
718 _( "You can't eat this." ) );
719 }
720 }
721
723}
nutrients compute_effective_nutrients(const item &) const
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9508
bool count_by_charges() const
Definition: item.cpp:5890
const cata::value_ptr< islot_comestible > & get_comestible() const
Definition: item.cpp:9996
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9794
bool is_craft() const
Definition: item.cpp:6803
bool made_of_any(const std::set< material_id > &mat_idents) const
Check we are made of at least one of a set (e.g.
Definition: item.cpp:6320
bool is_medication() const
Definition: item.cpp:6483
bool has_any_flag(const Container &flags) const
Definition: item.h:1403
bool has_own_flag(const std::string &flag) const
Checks whether item itself has given flag (doesn't check item type or gunmods).
Definition: item.cpp:5222
static ret_val make_success(T val=default_success::value)
Definition: ret_val.h:42
static ret_val make_failure(T val=default_failure::value)
Definition: ret_val.h:46
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
static const trait_id trait_RUMINANT("RUMINANT")
const std::vector< std::string > carnivore_blacklist
static const std::string flag_INEDIBLE("INEDIBLE")
static const trait_id trait_HERBIVORE("HERBIVORE")
static const trait_id trait_CARNIVORE("CARNIVORE")
static const std::string comesttype_DRINK("DRINK")
static const trait_id trait_THRESH_BIRD("THRESH_BIRD")
const std::vector< std::string > herbivore_blacklist(temparray.begin(), temparray.end())
static const std::string flag_BIRD("BIRD")
static const trait_id trait_PROBOSCIS("PROBOSCIS")
static const std::string flag_USE_EAT_VERB("USE_EAT_VERB")
static const std::string flag_MYCUS_OK("MYCUS_OK")
static const std::string flag_CATTLE("CATTLE")
static const trait_id trait_THRESH_LUPINE("THRESH_LUPINE")
static const trait_id trait_THRESH_CATTLE("THRESH_CATTLE")
static const trait_id trait_THRESH_FELINE("THRESH_FELINE")
static const std::string comesttype_FOOD("FOOD")
static const std::string flag_CARNIVORE_OK("CARNIVORE_OK")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FELINE("FELINE")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
static const std::string flag_NO_INGEST("NO_INGEST")
static const std::string flag_LUPINE("LUPINE")
std::vector< material_id > materials
Definition: itype.h:924

References _, carnivore_blacklist, comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), item::count_by_charges(), edible, flag_BIRD(), flag_CARNIVORE_OK(), flag_CATTLE(), flag_FELINE(), flag_INEDIBLE(), flag_LUPINE(), flag_MYCUS_OK(), flag_NO_INGEST(), flag_USE_EAT_VERB(), item::get_comestible(), get_mutations(), visitable< Character >::has_amount(), item::has_any_flag(), has_charges(), item::has_flag(), item::has_own_flag(), has_trait(), herbivore_blacklist(), inedible_mutation, item::is_craft(), item::is_medication(), item::is_null(), Creature::is_underwater(), item::made_of_any(), ret_val< T >::make_failure(), ret_val< T >::make_success(), itype::materials, item::nname(), no_tool, string_format(), trait_CARNIVORE, trait_HERBIVORE, trait_M_DEPENDENT, trait_PROBOSCIS, trait_RUMINANT, trait_THRESH_BIRD, trait_THRESH_CATTLE, trait_THRESH_FELINE, trait_THRESH_LUPINE, trait_WATERSLEEP, and item::type.

Referenced by can_feed_furnace_with(), can_feed_reactor_with(), player::eat(), and will_eat().

◆ can_estimate_rot()

bool Character::can_estimate_rot ( ) const

True if the character has enough skill (in cooking or survival) to estimate time to rot.

Definition at line 1477 of file consumption.cpp.

1478{
1480}
static const skill_id skill_survival("survival")
static const skill_id skill_cooking("cooking")

References get_skill_level(), skill_cooking, and skill_survival.

Referenced by get_freshness_description().

◆ can_feed_furnace_with()

bool Character::can_feed_furnace_with ( const item it) const

Definition at line 1301 of file consumption.cpp.

1302{
1303 if( !it.flammable() || it.has_flag( flag_RADIOACTIVE ) || can_eat( it ).success() ) {
1304 return false;
1305 }
1306
1307 if( !has_active_bionic( bio_furnace ) ) {
1308 return false;
1309 }
1310
1311 // Not even one charge fits
1312 if( it.charges_per_volume( furnace_max_volume ) < 1 ) {
1313 return false;
1314 }
1315
1316 return !it.has_flag( flag_CORPSE );
1317}
ret_val< edible_rating > can_eat(const item &food) const
Can the food be [theoretically] eaten no matter the consequen ces?
bool flammable(int threshold=0) const
Whether the items is flammable.
Definition: item.cpp:8195
int charges_per_volume(const units::volume &vol) const
Number of (charges of) this item that fit into the given volume.
Definition: item.cpp:864
const units::volume furnace_max_volume(3_liter)
static const bionic_id bio_furnace("bio_furnace")
static const std::string flag_CORPSE("CORPSE")
static const std::string flag_RADIOACTIVE("RADIOACTIVE")

References bio_furnace, can_eat(), item::charges_per_volume(), flag_CORPSE(), flag_RADIOACTIVE(), item::flammable(), furnace_max_volume, has_active_bionic(), item::has_flag(), and behavior::success.

Referenced by feed_furnace_with(), and get_cbm_rechargeable_with().

◆ can_feed_reactor_with()

bool Character::can_feed_reactor_with ( const item it) const

Determine character's capability of recharging their CBMs.

Definition at line 1254 of file consumption.cpp.

1255{
1256 static const std::set<ammotype> acceptable = {{
1257 ammotype( "reactor_slurry" ),
1258 ammotype( "plutonium" )
1259 }
1260 };
1261
1262 if( !it.is_ammo() || can_eat( it ).success() ) {
1263 return false;
1264 }
1265
1267 return false;
1268 }
1269
1270 return std::any_of( acceptable.begin(), acceptable.end(), [ &it ]( const ammotype & elem ) {
1271 return it.ammo_type() == elem;
1272 } );
1273}
bool is_ammo() const
Definition: item.cpp:6467
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_advreactor("bio_advreactor")
string_id< ammunition_type > ammotype
Definition: type_id.h:12

References bio_advreactor, bio_reactor, can_eat(), has_active_bionic(), item::is_ammo(), and behavior::success.

Referenced by feed_reactor_with(), and get_cbm_rechargeable_with().

◆ can_fuel_bionic_with()

bool Character::can_fuel_bionic_with ( const item it) const

Returns true if the character can fuel a bionic with the item.

Definition at line 1964 of file character.cpp.

1965{
1966 if( !it.is_fuel() ) {
1967 return false;
1968 }
1969
1970 for( const bionic_id &bid : get_bionics() ) {
1971 for( const itype_id &fuel : bid->fuel_opts ) {
1972 if( fuel == it.typeId() ) {
1973 return true;
1974 }
1975 }
1976 }
1977 return false;
1978}
const itype_id & typeId() const
return the unique identifier of the items underlying type
Definition: item.cpp:8232
bool is_fuel() const
Definition: item.cpp:6645

References get_bionics(), item::is_fuel(), and item::typeId().

Referenced by fuel_bionic_with(), and get_cbm_rechargeable_with().

◆ can_hear()

bool Character::can_hear ( const tripoint source,
int  volume 
) const

Definition at line 10184 of file character.cpp.

10185{
10186 if( is_deaf() ) {
10187 return false;
10188 }
10189
10190 // source is in-ear and at our square, we can hear it
10191 if( source == pos() && volume == 0 ) {
10192 return true;
10193 }
10194 const int dist = rl_dist( source, pos() );
10195 const float volume_multiplier = hearing_ability();
10196 return ( volume - get_weather().weather_id->sound_attn ) * volume_multiplier >= dist;
10197}
float hearing_ability() const
bool is_deaf() const
Definition: character.cpp:4498
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16

References get_weather(), hearing_ability(), is_deaf(), pos(), and rl_dist().

Referenced by game::chat(), iuse::geiger(), iuse::play_music(), iuse::talking_doll(), and musical_instrument_actor::use().

◆ can_install_bionics()

bool Character::can_install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is the installation possible.

Definition at line 2141 of file bionics.cpp.

2143{
2144 if( !type.bionic ) {
2145 debugmsg( "Tried to install NULL bionic" );
2146 return false;
2147 }
2148 if( is_mounted() ) {
2149 return false;
2150 }
2151
2152 const bionic_id &bioid = type.bionic->id;
2153 const int difficult = type.bionic->difficulty;
2154 float adjusted_skill;
2155
2156 if( autodoc ) {
2157 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2160 skill_level );
2161 } else {
2162 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2165 skill_level );
2166 }
2167 int chance_of_success = bionic_manip_cos( adjusted_skill, difficult );
2168
2169 std::vector<std::string> conflicting_muts;
2170 for( const trait_id &mid : bioid->canceled_mutations ) {
2171 if( has_trait( mid ) ) {
2172 conflicting_muts.push_back( mid->name() );
2173 }
2174 }
2175
2176 if( !conflicting_muts.empty() &&
2177 !query_yn(
2178 _( "Installing this bionic will remove the conflicting traits: %s. Continue anyway?" ),
2179 enumerate_as_string( conflicting_muts ) ) ) {
2180 return false;
2181 }
2182
2183 const std::map<bodypart_id, int> &issues = bionic_installation_issues( bioid );
2184 // show all requirements which are not satisfied
2185 if( !issues.empty() ) {
2186 std::string detailed_info;
2187 for( auto &elem : issues ) {
2188 //~ <Body part name>: <number of slots> more slot(s) needed.
2189 detailed_info += string_format( _( "\n%s: %i more slot(s) needed." ),
2190 body_part_name_as_heading( elem.first->token, 1 ),
2191 elem.second );
2192 }
2193 popup( _( "Not enough space for bionic installation!%s" ), detailed_info );
2194 return false;
2195 }
2196
2197 if( chance_of_success >= 100 ) {
2198 if( !g->u.query_yn(
2199 _( "Are you sure you wish to install the selected bionic?" ),
2200 100 - chance_of_success ) ) {
2201 return false;
2202 }
2203 } else {
2204 if( autodoc ) {
2205 if( !g->u.query_yn(
2206 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! Continue anyway?" ),
2207 ( 100 - chance_of_success ) ) ) {
2208 return false;
2209 }
2210 } else {
2211 if( !g->u.query_yn(
2212 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! The following skills affect self-installation: First Aid, Electronics, and Mechanics.\n\nContinue anyway?" ),
2213 ( 100 - chance_of_success ) ) ) {
2214 return false;
2215 }
2216 }
2217 }
2218
2219 return true;
2220}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1879
static const skill_id skill_mechanics("mechanics")
static const skill_id skill_computer("computer")
static const skill_id skill_firstaid("firstaid")
static const skill_id skill_electronics("electronics")
std::string body_part_name_as_heading(body_part bp, int number)
Returns the name of the body parts in a context where the name is used as a heading or title e....
Definition: bodypart.cpp:341
std::map< bodypart_id, int > bionic_installation_issues(const bionic_id &bioid) const
Definition: bionics.cpp:2490
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1836
void autodoc(player &p, const tripoint &examp)
Definition: iexamine.cpp:4869
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:680
std::vector< trait_id > canceled_mutations
Mutations/trait that are removed upon installing this CBM.
Definition: bionics.h:104
std::string name() const

References _, iexamine::autodoc(), bionic_installation_issues(), bionic_manip_cos(), bionics_adjusted_skill(), body_part_name_as_heading(), bionic_data::canceled_mutations, debugmsg, enumerate_as_string(), g, has_trait(), is_mounted(), mutation_branch::name(), popup(), query_yn(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_format(), and type.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ can_install_cbm_on_bp()

bool Character::can_install_cbm_on_bp ( const std::vector< bodypart_id > &  bps) const

Definition at line 456 of file mutation.cpp.

457{
458 bool can_install = true;
459 for( const trait_id &mut : get_mutations() ) {
460 for( const bodypart_id &bp : bps ) {
461 if( mut.obj().no_cbm_on_bp.count( bp.id() ) ) {
462 can_install = false;
463 break;
464 }
465 }
466 }
467 return can_install;
468}

References get_mutations().

Referenced by bionic_install_preset::get_denial().

◆ can_learn_by_disassembly()

bool Character::can_learn_by_disassembly ( const recipe rec) const

Definition at line 10512 of file character.cpp.

10513{
10514 return !rec.learn_by_disassembly.empty() &&
10516}
bool meets_skill_requirements(const std::map< skill_id, int > &req, const item &context=item()) const
Checks whether the character's skills meet the required.
Definition: character.cpp:3499
std::map< skill_id, int > learn_by_disassembly
Definition: recipe.h:111

References recipe::learn_by_disassembly, and meets_skill_requirements().

Referenced by crafting::complete_disassemble().

◆ can_miss_recovery()

bool Character::can_miss_recovery ( const item weap) const

Returns true if the player is able to use a miss recovery technique.

Definition at line 943 of file martialarts.cpp.

944{
945 if( !martial_arts_data->has_miss_recovery_tec( weap ) ) {
946 return false;
947 }
948
949 ma_technique tec = martial_arts_data->get_miss_recovery_tec( weap );
950
951 return tec.is_valid_character( *this );
952}
bool is_valid_character(const Character &u) const

References ma_technique::is_valid_character(), and martial_arts_data.

Referenced by melee_attack().

◆ can_mount()

bool Character::can_mount ( const monster critter) const

Definition at line 565 of file monexamine.cpp.

566{
567 const auto &avoid = get_path_avoid();
568 auto route = get_map().route( pos(), critter.pos(), get_pathfinding_settings(), avoid );
569
570 if( route.empty() ) {
571 return false;
572 }
573 return ( critter.has_flag( MF_PET_MOUNTABLE ) && critter.friendly == -1 &&
574 !critter.has_effect( effect_ai_waiting ) && !critter.has_effect( effect_ridden ) ) &&
575 ( ( critter.has_effect( effect_saddled ) && get_skill_level( skill_survival ) >= 1 ) ||
576 get_skill_level( skill_survival ) >= 4 ) && ( critter.get_size() >= ( get_size() + 1 ) &&
577 get_weight() <= critter.get_weight() * critter.get_mountable_weight_ratio() );
578}
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3676
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9856
m_size get_size() const override
Get size class of character.
Definition: character.cpp:548
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9870
std::vector< tripoint > route(const tripoint &f, const tripoint &t, const pathfinding_settings &settings, const std::set< tripoint > &pre_closed={{ }}) const
Calculate the best path using A*.
bool has_flag(m_flag f) const override
Definition: monster.cpp:889
m_size get_size() const override
Definition: monster.cpp:2692
const tripoint & pos() const override
Definition: monster.cpp:256
units::mass get_weight() const override
Definition: monster.cpp:2697
float get_mountable_weight_ratio() const
Definition: monster.cpp:2928
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_ridden("ridden")
static const efftype_id effect_saddled("monster_saddled")
static const skill_id skill_survival("survival")
@ MF_PET_MOUNTABLE
Definition: mtype.h:164

References effect_ai_waiting, effect_ridden, effect_saddled, monster::friendly, get_map(), monster::get_mountable_weight_ratio(), get_path_avoid(), get_pathfinding_settings(), get_size(), monster::get_size(), get_skill_level(), get_weight(), monster::get_weight(), Creature::has_effect(), monster::has_flag(), MF_PET_MOUNTABLE, pos(), monster::pos(), map::route(), and skill_survival.

Referenced by talk_function::find_mount(), activity_handlers::find_mount_do_turn(), and monexamine::pet_menu().

◆ can_pick_volume() [1/2]

bool Character::can_pick_volume ( const item it) const

Definition at line 2944 of file character.cpp.

2945{
2946 inventory projected = inv;
2947 projected.add_item( it, true );
2948 return projected.volume() <= volume_capacity();
2949}
item & add_item(item newit, bool keep_invlet=false, bool assign_invlet=true, bool should_stack=true)
Definition: inventory.cpp:286
units::volume volume() const
Definition: inventory.cpp:1060

References inventory::add_item(), inv, inventory::volume(), and volume_capacity().

Referenced by player::add_or_drop_with_msg(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), handle_problematic_pickup(), i_add_or_drop(), npc::mug_player(), pick_one_up(), conditional_t< T >::set_can_stow_weapon(), set_item_inventory(), and starting_inv().

◆ can_pick_volume() [2/2]

bool Character::can_pick_volume ( units::volume  volume) const

Definition at line 2951 of file character.cpp.

2952{
2953 // Might not be 100% true because some items restack to a very tiny bit less
2954 // but close enough not to matter
2955 return inv.volume() + volume <= volume_capacity();
2956}

References inv, inventory::volume(), and volume_capacity().

◆ can_pick_weight() [1/2]

bool Character::can_pick_weight ( const item it,
bool  safe = true 
) const

Definition at line 2958 of file character.cpp.

2959{
2960 return can_pick_weight( it.weight(), safe );
2961}
bool can_pick_weight(const item &it, bool safe=true) const
Definition: character.cpp:2958
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4879
void safe(player &p, const tripoint &examp)
Attempt to crack safe through audio-feedback manual lock manipulation.
Definition: iexamine.cpp:1416

References can_pick_weight(), iexamine::safe(), and item::weight().

Referenced by player::add_or_drop_with_msg(), can_pick_weight(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), i_add_or_drop(), npc::mug_player(), pick_one_up(), and set_item_inventory().

◆ can_pick_weight() [2/2]

bool Character::can_pick_weight ( units::mass  weight,
bool  safe = true 
) const

Definition at line 2963 of file character.cpp.

2964{
2965 if( !safe ) {
2966 // Character can carry up to four times their maximum weight
2967 return ( weight_carried() + weight <= ( has_trait( trait_DEBUG_STORAGE ) ?
2968 units::mass_max : weight_capacity() * 4 ) );
2969 } else {
2970 return ( weight_carried() + weight <= weight_capacity() );
2971 }
2972}
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
constexpr mass mass_max
Definition: units_mass.h:27

References has_trait(), units::mass_max, iexamine::safe(), trait_DEBUG_STORAGE, weight_capacity(), and weight_carried().

◆ can_run()

bool Character::can_run ( )

source of truth of whether a Character can run

Definition at line 1384 of file character.cpp.

1385{
1386 return ( get_stamina() > get_stamina_max() * 0.1f ) && get_working_leg_count() >= 2;
1387}

References get_stamina(), get_stamina_max(), and get_working_leg_count().

Referenced by game::on_move_effects(), and avatar::set_movement_mode().

◆ can_swap()

ret_val< bool > Character::can_swap ( const item it) const

Check player capable of swapping the side of a worn item.

Parameters
itThing to be swapped

Definition at line 3221 of file character.cpp.

3222{
3223 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3224 int max_layer = 2;
3225 std::vector< std::pair< body_part, int > > mod_parts;
3226 body_part bp = num_bp;
3227 bodypart_str_id bpid;
3228 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3229 bp = static_cast< body_part >( i );
3230 bpid = convert_bp( bp );
3231 if( it.get_covered_body_parts().test( bp ) && bpid->part_side != side::BOTH ) {
3232 mod_parts.emplace_back( bp, 0 );
3233 }
3234 }
3235 for( auto &elem : worn ) {
3236 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3237 bpid = convert_bp( mod_part.first );
3238 if( elem.get_covered_body_parts().test( bpid->opposite_part->token ) &&
3239 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3240 mod_part.second++;
3241 }
3242 }
3243 }
3244 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3245 bpid = convert_bp( mod_part.first );
3246 if( mod_part.second >= max_layer ) {
3247 return ret_val<bool>::make_failure( _( "There is no space on the opposite side!" ) );
3248 }
3249 }
3250 }
3251
3253}
const bodypart_str_id & convert_bp(body_part bp)
Returns the new id for old token.
Definition: bodypart.cpp:185
static const std::string flag_POWERARMOR_MOD("POWERARMOR_MOD")
side part_side
Definition: bodypart.h:124
body_part token
Definition: bodypart.h:106
bodypart_str_id opposite_part
Definition: bodypart.h:122

References _, BOTH, convert_bp(), flag_POWERARMOR_MOD(), item::get_covered_body_parts(), item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), num_bp, body_part_type::opposite_part, body_part_type::part_side, body_part_set::test(), body_part_type::token, and worn.

Referenced by change_side().

◆ can_uninstall_bionic()

bool Character::can_uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is The uninstallation possible.

Definition at line 1900 of file bionics.cpp.

1902{
1903 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1904 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1905 if( b_id->itype().is_valid() ) {
1906 const itype *type = &*b_id->itype();
1907 if( type->bionic ) {
1908 difficulty = type->bionic->difficulty;
1909 }
1910 }
1911
1912 if( !has_bionic( b_id ) ) {
1913 popup( _( "%s don't have this bionic installed." ), disp_name() );
1914 return false;
1915 }
1916
1917 if( ( b_id == bio_reactor ) || ( b_id == bio_advreactor ) ) {
1918 if( !g->u.query_yn(
1919 _( "WARNING: Removing a reactor may leave radioactive material! Remove anyway?" ) ) ) {
1920 return false;
1921 }
1922 }
1923
1924 for( const bionic_id &bid : get_bionics() ) {
1925 if( bid->is_included( b_id ) ) {
1926 popup( _( "%s must remove the %s bionic to remove the %s." ), installer.disp_name(),
1927 bid->name, b_id->name );
1928 return false;
1929 }
1930 }
1931
1932 if( b_id == bio_eye_optic ) {
1933 popup( _( "The Telescopic Lenses are part of %s eyes now. Removing them would leave %s blind." ),
1934 disp_name( true ), disp_name() );
1935 return false;
1936 }
1937
1938 // removal of bionics adds +2 difficulty over installation
1939 float adjusted_skill;
1940 if( autodoc ) {
1941 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
1944 skill_level );
1945 } else {
1946 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
1949 skill_level );
1950 }
1951 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
1952
1953 if( chance_of_success >= 100 ) {
1954 if( !g->u.query_yn(
1955 _( "Are you sure you wish to uninstall the selected bionic?" ),
1956 100 - chance_of_success ) ) {
1957 return false;
1958 }
1959 } else {
1960 if( !g->u.query_yn(
1961 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
1962 ( 100 - static_cast<int>( chance_of_success ) ) ) ) {
1963 return false;
1964 }
1965 }
1966
1967 return true;
1968}
static const bionic_id bio_reactor("bio_reactor")
constexpr int BIONIC_NOITEM_DIFFICULTY
Definition: bionics.cpp:209
static const bionic_id bio_eye_optic("bio_eye_optic")
static const bionic_id bio_advreactor("bio_advreactor")
bool is_valid() const
Returns whether this id is valid, that means whether it refers to an existing object.
Definition: achievement.cpp:65
itype_id itype() const
Definition: bionics.cpp:247
Definition: itype.h:836

References _, iexamine::autodoc(), bio_advreactor, bio_eye_optic, bio_reactor, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), disp_name(), g, get_bionics(), has_bionic(), string_id< T >::is_valid(), bionic_data::itype(), bionic_data::name, popup(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, and type.

Referenced by iexamine::autodoc().

◆ can_unwield()

ret_val< bool > Character::can_unwield ( const item it) const

Check player capable of unwielding an item.

Parameters
itThing to be unwielded

Definition at line 3212 of file character.cpp.

3213{
3214 if( it.has_flag( "NO_UNWIELD" ) ) {
3215 return ret_val<bool>::make_failure( _( "You cannot unwield your %s." ), it.tname() );
3216 }
3217
3219}

References _, item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and item::tname().

Referenced by apply_damage(), drop(), inv_dump(), examine_item_menu::run(), player::unwield(), and avatar_action::wield().

◆ can_use()

bool Character::can_use ( const item it,
const item context = item() 
) const

Checks if character stats and skills meet minimum requirements for the item.

Prints an appropriate message if requirements not met.

Parameters
itItem we are checking
contextoptionally override effective item when checking contextual skills

Definition at line 2974 of file character.cpp.

2975{
2976 const auto &ctx = !context.is_null() ? context : it;
2977
2978 if( !meets_requirements( it, ctx ) ) {
2979 const std::string unmet( enumerate_unmet_requirements( it, ctx ) );
2980
2981 if( &it == &ctx ) {
2982 //~ %1$s - list of unmet requirements, %2$s - item name.
2983 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s." ),
2984 _( "<npcname> needs at least %1$s to use this %2$s." ),
2985 unmet, it.tname() );
2986 } else {
2987 //~ %1$s - list of unmet requirements, %2$s - item name, %3$s - indirect item name.
2988 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s with your %3$s." ),
2989 _( "<npcname> needs at least %1$s to use this %2$s with their %3$s." ),
2990 unmet, it.tname(), ctx.tname() );
2991 }
2992
2993 return false;
2994 }
2995
2996 return true;
2997}
std::string enumerate_unmet_requirements(const item &it, const item &context=item()) const
Returns a string of missed requirements (both stats and skills)
Definition: character.cpp:3433
bool meets_requirements(const item &it, const item &context=item()) const
Checks whether the character meets overall requirements to be able to use the item.
Definition: character.cpp:3521

References _, Creature::add_msg_player_or_npc(), enumerate_unmet_requirements(), item::is_null(), m_bad, meets_requirements(), and item::tname().

Referenced by can_use_heal_item(), player::gunmod_add(), ranged::gunmode_checks_common(), and player::toolmod_add().

◆ can_use_floor_warmth()

bool Character::can_use_floor_warmth ( ) const

Can the player lie down and cover self with blankets etc.

Definition at line 9350 of file character.cpp.

9351{
9352 return in_sleep_state() ||
9353 has_activity( activity_id( "ACT_WAIT" ) ) ||
9354 has_activity( activity_id( "ACT_WAIT_NPC" ) ) ||
9355 has_activity( activity_id( "ACT_WAIT_STAMINA" ) ) ||
9356 has_activity( activity_id( "ACT_AUTODRIVE" ) ) ||
9357 has_activity( activity_id( "ACT_READ" ) ) ||
9358 has_activity( activity_id( "ACT_SOCIALIZE" ) ) ||
9359 has_activity( activity_id( "ACT_MEDITATE" ) ) ||
9360 has_activity( activity_id( "ACT_FISH" ) ) ||
9361 has_activity( activity_id( "ACT_GAME" ) ) ||
9362 has_activity( activity_id( "ACT_HAND_CRANK" ) ) ||
9363 has_activity( activity_id( "ACT_HEATING" ) ) ||
9364 has_activity( activity_id( "ACT_VIBE" ) ) ||
9365 has_activity( activity_id( "ACT_TRY_SLEEP" ) ) ||
9366 has_activity( activity_id( "ACT_OPERATION" ) ) ||
9367 has_activity( activity_id( "ACT_TREE_COMMUNION" ) ) ||
9368 has_activity( activity_id( "ACT_EAT_MENU" ) ) ||
9369 has_activity( activity_id( "ACT_CONSUME_FOOD_MENU" ) ) ||
9370 has_activity( activity_id( "ACT_CONSUME_DRINK_MENU" ) ) ||
9371 has_activity( activity_id( "ACT_CONSUME_MEDS_MENU" ) ) ||
9372 has_activity( activity_id( "ACT_STUDY_SPELL" ) );
9373}
string_id< activity_type > activity_id
Definition: activity_type.h:15

References has_activity(), and in_sleep_state().

Referenced by update_bodytemp().

◆ can_use_heal_item()

bool Character::can_use_heal_item ( const item med) const

Check for mutation disallowing the use of an healing item.

Definition at line 424 of file mutation.cpp.

425{
426 const itype_id heal_id = med.typeId();
427
428 bool can_use = false;
429 bool got_restriction = false;
430
431 for( const trait_id &mut : get_mutations() ) {
432 if( !mut.obj().can_only_heal_with.empty() ) {
433 got_restriction = true;
434 }
435 if( mut.obj().can_only_heal_with.count( heal_id ) ) {
436 can_use = true;
437 break;
438 }
439 }
440 if( !got_restriction ) {
441 can_use = !med.has_flag( "CANT_HEAL_EVERYONE" );
442 }
443
444 if( !can_use ) {
445 for( const trait_id &mut : get_mutations() ) {
446 if( mut.obj().can_heal_with.count( heal_id ) ) {
447 can_use = true;
448 break;
449 }
450 }
451 }
452
453 return can_use;
454}
bool can_use(const item &it, const item &context=item()) const
Checks if character stats and skills meet minimum requirements for the item.
Definition: character.cpp:2974

References can_use(), get_mutations(), item::has_flag(), and item::typeId().

Referenced by activatable_inventory_preset::get_denial(), and heal_actor::use_healing_item().

◆ can_wear()

ret_val< bool > Character::can_wear ( const item it,
bool  with_equip_change = false 
) const

Check character capable of wearing an item.

Parameters
itThing to be worn
with_equip_changeIf true returns if it could be worn if things were taken off

Definition at line 2999 of file character.cpp.

3000{
3001 if( !it.is_armor() ) {
3002 return ret_val<bool>::make_failure( _( "Putting on a %s would be tricky." ), it.tname() );
3003 }
3004
3005 if( has_trait( trait_WOOLALLERGY ) && ( it.made_of( material_id( "wool" ) ) ||
3006 it.has_own_flag( "wooled" ) ) ) {
3007 return ret_val<bool>::make_failure( _( "Can't wear that, it's made of wool!" ) );
3008 }
3009
3010 if( it.is_filthy() && has_trait( trait_SQUEAMISH ) ) {
3011 return ret_val<bool>::make_failure( _( "Can't wear that, it's filthy!" ) );
3012 }
3013
3014 if( !it.has_flag( flag_OVERSIZE ) && !it.has_flag( flag_SEMITANGIBLE ) ) {
3015 for( const trait_id &mut : get_mutations() ) {
3016 const auto &branch = mut.obj();
3017 if( branch.conflicts_with_item( it ) ) {
3019 _( "Your %s mutation prevents you from wearing your %s." ) :
3020 _( "My %s mutation prevents me from wearing this %s." ), branch.name(),
3021 it.type_name() );
3022 }
3023 }
3024 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
3025 !it.made_of( material_id( "wool" ) ) && !it.made_of( material_id( "cotton" ) ) &&
3026 !it.made_of( material_id( "nomex" ) ) && !it.made_of( material_id( "leather" ) ) &&
3028 has_trait( trait_ANTLERS ) ) ) {
3029 return ret_val<bool>::make_failure( _( "Cannot wear a helmet over %s." ),
3030 ( has_trait( trait_HORNS_POINTED ) ? _( "horns" ) :
3031 ( has_trait( trait_ANTENNAE ) ? _( "antennae" ) : _( "antlers" ) ) ) );
3032 }
3033 }
3034
3035 if( it.has_flag( flag_SPLINT ) ) {
3036 bool need_splint = false;
3037 for( const bodypart_id &bp : get_all_body_parts() ) {
3038 if( !it.covers( bp->token ) ) {
3039 continue;
3040 }
3041 if( is_limb_broken( bp ) && !worn_with_flag( flag_SPLINT, bp ) ) {
3042 need_splint = true;
3043 break;
3044 }
3045 }
3046 if( !need_splint ) {
3048 _( "You don't have any broken limbs this could help." )
3049 : _( "%s doesn't have any broken limbs this could help." ), name );
3050 }
3051 }
3052
3053 if( it.has_flag( flag_RESTRICT_HANDS ) && !has_two_arms() ) {
3054 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have enough arms to wear that." )
3055 : string_format( _( "%s doesn't have enough arms to wear that." ), name ) ) );
3056 }
3057
3058 //Everything checked after here should be something that could be solved by changing equipment
3059 if( with_equip_change ) {
3061 }
3062
3063 if( it.is_power_armor() ) {
3064 for( auto &elem : worn ) {
3065 if( ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() &&
3066 !elem.has_flag( flag_POWERARMOR_COMPATIBLE ) && !elem.is_power_armor() ) {
3067 return ret_val<bool>::make_failure( _( "Can't wear power armor over other gear!" ) );
3068 } else if( elem.has_flag( flag_POWERARMOR_EXO ) && it.has_flag( flag_POWERARMOR_EXO ) ) {
3069 return ret_val<bool>::make_failure( _( "Can't wear multiple exoskeletons!" ) );
3070 }
3071 }
3074 _( "You can only wear power armor components with power armor!" ) );
3075 }
3077 for( auto &elem : worn ) {
3078 if( elem.has_flag( flag_POWERARMOR_EXO ) &&
3079 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3080 return ret_val<bool>::make_failure( _( "Can't wear externals over an exoskeleton!" ) );
3081 } else if( elem.has_flag( flag_POWERARMOR_EXTERNAL ) &&
3082 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3083 return ret_val<bool>::make_failure( _( "Can't wear externals over one another!" ) );
3084 }
3085 }
3086 }
3087 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3088 int max_layer = 2;
3089 std::vector< std::pair< body_part, int > > mod_parts;
3090 std::vector< std::pair< body_part, bool > > attachments;
3091 body_part bp = num_bp;
3092 bodypart_str_id bpid;
3093 bool lhs = false;
3094 bool rhs = false;
3095 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3096 bp = static_cast< body_part >( i );
3097 if( it.get_covered_body_parts().test( bp ) ) {
3098 mod_parts.emplace_back( bp, 0 );
3099 attachments.emplace_back( bp, false );
3100 }
3101 }
3102 for( auto &elem : worn ) {
3103 // To check if there's an external/exoskeleton for the mod to attach to.
3104 for( std::pair< body_part, bool > &attachment : attachments ) {
3105 if( elem.get_covered_body_parts().test( attachment.first ) &&
3106 ( elem.has_flag( flag_POWERARMOR_EXO ) || elem.has_flag( flag_POWERARMOR_EXTERNAL ) ) ) {
3107 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3108 attachment.second = true;
3109 } else {
3110 attachment.second = true;
3111 }
3112 }
3113 }
3114 // To check how many mods are on a given part.
3115 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3116 bpid = convert_bp( mod_part.first );
3117 if( elem.get_covered_body_parts().test( mod_part.first ) &&
3118 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3119 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3120 mod_part.second++;
3121 } else {
3122 mod_part.second++;
3123 }
3124 }
3125 }
3126 }
3127 for( std::pair< body_part, bool > &attachment : attachments ) {
3128 if( !attachment.second ) {
3129 return ret_val<bool>::make_failure( _( "Nothing to attach the mod to!" ) );
3130 }
3131 }
3132 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3133 bpid = convert_bp( mod_part.first );
3134 if( static_cast< body_part >( mod_part.first ) == bp_torso ) {
3135 max_layer = 3;
3136 }
3137 if( mod_part.second >= max_layer ) {
3138 if( !it.is_sided() || bpid->part_side == side::BOTH ) {
3139 return ret_val<bool>::make_failure( _( "Can't wear any more mods on that body part!" ) );
3140 } else {
3141 if( bpid->part_side == side::LEFT ) {
3142 lhs = true;
3143 } else {
3144 rhs = true;
3145 }
3146 if( lhs && rhs ) {
3147 return ret_val<bool>::make_failure( _( "No more space for that mod!" ) );
3148 }
3149 }
3150 }
3151 }
3152 }
3153 } else {
3154 // Only headgear can be worn with power armor, except other power armor components.
3155 // You can't wear headgear if power armor helmet is already sitting on your head.
3156 for( auto &elem : worn ) {
3158 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) ) {
3159 return ret_val<bool>::make_failure( _( "Can't wear %s with power armor!" ), it.tname() );
3160 }
3161 }
3162 }
3163
3164 // Check if we don't have both hands available before wearing a briefcase, shield, etc. Also occurs if we're already wearing one.
3166 weapon.is_two_handed( *this ) ) ) {
3167 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have a hand free to wear that." )
3168 : string_format( _( "%s doesn't have a hand free to wear that." ), name ) ) );
3169 }
3170
3171 for( auto &i : worn ) {
3172 if( i.has_flag( flag_ONLY_ONE ) && i.typeId() == it.typeId() ) {
3173 return ret_val<bool>::make_failure( _( "Can't wear more than one %s!" ), it.tname() );
3174 }
3175 }
3176
3177 if( amount_worn( it.typeId() ) >= MAX_WORN_PER_TYPE ) {
3178 return ret_val<bool>::make_failure( _( "Can't wear %i or more %s at once." ),
3179 MAX_WORN_PER_TYPE + 1, it.tname( MAX_WORN_PER_TYPE + 1 ) );
3180 }
3181
3182 if( ( ( it.covers( bp_foot_l ) && is_wearing_shoes( side::LEFT ) ) ||
3183 ( it.covers( bp_foot_r ) && is_wearing_shoes( side::RIGHT ) ) ) &&
3184 ( !it.has_flag( flag_OVERSIZE ) || !it.has_flag( flag_OUTER ) ) && !it.has_flag( flag_SKINTIGHT ) &&
3185 !it.has_flag( flag_BELTED ) && !it.has_flag( flag_PERSONAL ) && !it.has_flag( flag_AURA ) &&
3186 !it.has_flag( flag_SEMITANGIBLE ) ) {
3187 // Checks to see if the player is wearing shoes
3188 return ret_val<bool>::make_failure( ( is_player() ? _( "You're already wearing footwear!" )
3189 : string_format( _( "%s is already wearing footwear!" ), name ) ) );
3190 }
3191
3192 if( it.covers( bp_head ) &&
3194 !it.has_flag( flag_PERSONAL ) && !it.is_power_armor() &&
3196 is_wearing_helmet() ) {
3198 ( is_player() ? _( "You can't wear that with other headgear!" )
3199 : string_format( _( "%s can't wear that with other headgear!" ), name ) ) );
3200 }
3201
3202 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
3204 ( head_cloth_encumbrance() + it.get_encumber( *this ) > 40 ) ) {
3205 return ret_val<bool>::make_failure( ( is_player() ? _( "You can't wear that much on your head!" )
3206 : string_format( _( "%s can't wear that much on their head!" ), name ) ) );
3207 }
3208
3210}
static const std::string flag_BELTED("BELTED")
static const trait_id trait_ANTLERS("ANTLERS")
static const trait_id trait_WOOLALLERGY("WOOLALLERGY")
static const trait_id trait_HORNS_POINTED("HORNS_POINTED")
static const std::string flag_SKINTIGHT("SKINTIGHT")
static const std::string flag_POWERARMOR_COMPATIBLE("POWERARMOR_COMPATIBLE")
static const trait_id trait_ANTENNAE("ANTENNAE")
static const std::string flag_HELMET_COMPAT("HELMET_COMPAT")
static const std::string flag_POWERARMOR_EXO("POWERARMOR_EXO")
static const std::string flag_OUTER("OUTER")
static const std::string flag_OVERSIZE("OVERSIZE")
static const std::string flag_ONLY_ONE("ONLY_ONE")
static const std::string flag_POWERARMOR_EXTERNAL("POWERARMOR_EXTERNAL")
static const std::string flag_RESTRICT_HANDS("RESTRICT_HANDS")
static const trait_id trait_SQUEAMISH("SQUEAMISH")
bool is_wearing_power_armor(bool *hasHelmet=nullptr) const
Returns true if the character is wearing power armor.
Definition: character.cpp:3795
bool is_wearing_helmet() const
Returns true if the character is wearing something occupying the helmet slot.
Definition: character.cpp:8808
int amount_worn(const itype_id &id) const
Returns the amount of item ‘type’ that is currently worn.
Definition: character.cpp:2293
bool has_two_arms() const
Returns true if the player has two functioning arms.
Definition: character.cpp:1335
int head_cloth_encumbrance() const
Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.
Definition: character.cpp:8820
bool is_wearing_shoes(const side &which_side=side::BOTH) const
Returns true if the player is wearing something on their feet that is not SKINTIGHT.
Definition: character.cpp:8779
bool is_sided() const
Returns true if item is armor and can be worn on different sides of the body.
Definition: item.cpp:802
bool is_filthy() const
Marks the item as filthy, so characters with squeamish trait can't wear it.
Definition: item.cpp:9853
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9723
bool is_power_armor() const
Whether this is a power armor item.
Definition: item.cpp:5671
bool is_armor() const
Definition: item.cpp:6589
int get_encumber(const Character &) const
Returns the encumbrance value that this item has when worn by given player.
Definition: item.cpp:5677
bool is_two_handed(const Character &guy) const
Whether the character needs both hands to wield this item.
Definition: item.cpp:6289
static constexpr int MAX_WORN_PER_TYPE

References _, amount_worn(), BOTH, bp_foot_l, bp_foot_r, bp_head, bp_torso, convert_bp(), item::covers(), flag_AURA(), flag_BELTED(), flag_HELMET_COMPAT(), flag_ONLY_ONE(), flag_OUTER(), flag_OVERSIZE(), flag_PERSONAL(), flag_POWERARMOR_COMPATIBLE(), flag_POWERARMOR_EXO(), flag_POWERARMOR_EXTERNAL(), flag_POWERARMOR_MOD(), flag_RESTRICT_HANDS(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), flag_SPLINT(), Creature::get_all_body_parts(), item::get_covered_body_parts(), item::get_encumber(), get_mutations(), item::has_flag(), item::has_own_flag(), has_trait(), has_two_arms(), head_cloth_encumbrance(), item::is_armor(), item::is_filthy(), is_limb_broken(), Creature::is_player(), item::is_power_armor(), item::is_sided(), item::is_two_handed(), is_wearing_helmet(), is_wearing_power_armor(), is_wearing_shoes(), LEFT, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), MAX_WORN_PER_TYPE, name, num_bp, body_part_type::part_side, RIGHT, string_format(), body_part_set::test(), item::tname(), trait_ANTENNAE, trait_ANTLERS, trait_HORNS_POINTED, trait_SQUEAMISH, trait_WOOLALLERGY, item::type_name(), item::typeId(), weapon, wearing_something_on(), worn, and worn_with_flag().

Referenced by behavior::character_oracle_t::can_wear_warmer_clothes(), dispose_item(), wear_inventory_preset::get_denial(), give_item_to(), handle_problematic_pickup(), examine_item_menu::rate_action_wear(), spell_effect::spawn_ethereal_item(), starting_clothes(), player::use(), npc::wear_if_wanted(), and wear_item().

◆ cancel_activity()

void Character::cancel_activity ( )

Definition at line 9142 of file character.cpp.

9143{
9144 activity.canceled( *this );
9145 if( has_activity( ACT_MOVE_ITEMS ) && is_hauling() ) {
9146 stop_hauling();
9147 }
9148 if( has_activity( ACT_TRY_SLEEP ) ) {
9149 remove_value( "sleep_query" );
9150 }
9151 // Clear any backlog items that aren't auto-resume.
9152 for( auto backlog_item = backlog.begin(); backlog_item != backlog.end(); ) {
9153 if( backlog_item->auto_resume ) {
9154 backlog_item++;
9155 } else {
9156 backlog_item = backlog.erase( backlog_item );
9157 }
9158 }
9159 // act wait stamina interrupts an ongoing activity.
9160 // and automatically puts auto_resume = true on it
9161 // we don't want that to persist if there is another interruption.
9162 // and player moves elsewhere.
9163 if( has_activity( ACT_WAIT_STAMINA ) && !backlog.empty() &&
9164 backlog.front().auto_resume ) {
9165 backlog.front().auto_resume = false;
9166 }
9167 if( activity && activity.is_suspendable() ) {
9168 backlog.push_front( activity );
9169 }
9170 sfx::end_activity_sounds(); // kill activity sounds when canceled
9172}
static const activity_id ACT_TRY_SLEEP("ACT_TRY_SLEEP")
static const activity_id ACT_MOVE_ITEMS("ACT_MOVE_ITEMS")
static const activity_id ACT_WAIT_STAMINA("ACT_WAIT_STAMINA")
bool is_hauling() const
Definition: character.cpp:9094
void stop_hauling()
Definition: character.cpp:9085
void canceled(Character &who)
Performs activity-specific cleanup when Character::cancel_activity() is called.
bool is_suspendable() const
If this returns true, the action can be continued without starting from scratch again (see player::ba...
void end_activity_sounds()
Definition: sounds.cpp:1605

References ACT_MOVE_ITEMS, ACT_TRY_SLEEP, ACT_WAIT_STAMINA, activity, backlog, player_activity::canceled(), sfx::end_activity_sounds(), has_activity(), is_hauling(), player_activity::is_suspendable(), Creature::remove_value(), and stop_hauling().

Referenced by activity_on_turn_move_loot(), activity_on_turn_wear(), activity_handlers::adv_inventory_do_turn(), activity_handlers::armor_layers_do_turn(), activity_handlers::build_do_turn(), player::can_continue_craft(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), activity_handlers::craft_do_turn(), autodrive_activity_actor::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), pickup_activity_actor::do_turn(), avatar_action::eat(), fall_asleep(), forced_dismount(), game::forced_door_closing(), item::handle_craft_failure(), mattack::pull_metal_weapon(), npc::reboot(), DefaultRemovePartHandler::removed(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), stop_hauling(), and npc::talk_to_u().

◆ cancel_stashed_activity()

void Character::cancel_stashed_activity ( )

◆ change_side() [1/2]

bool Character::change_side ( item it,
bool  interactive = true 
)

Swap side on which item is worn; returns false on fail.

If interactive is false, don't alert player or drain moves

Definition at line 3707 of file character.cpp.

3708{
3709 const auto ret = can_swap( it );
3710 if( !ret.success() ) {
3711 if( interactive ) {
3712 add_msg_if_player( m_info, "%s", ret.c_str() );
3713 }
3714 return false;
3715 }
3716
3717 if( !it.swap_side() ) {
3718 if( interactive ) {
3720 _( "You cannot swap the side on which your %s is worn." ),
3721 _( "<npcname> cannot swap the side on which their %s is worn." ),
3722 it.tname() );
3723 }
3724 return false;
3725 }
3726
3727 if( interactive ) {
3728 add_msg_player_or_npc( m_info, _( "You swap the side on which your %s is worn." ),
3729 _( "<npcname> swaps the side on which their %s is worn." ),
3730 it.tname() );
3731 }
3732
3733 mod_moves( -250 );
3735
3736 return true;
3737}
ret_val< bool > can_swap(const item &it) const
Check player capable of swapping the side of a worn item.
Definition: character.cpp:3221
bool swap_side()
Swap the side on which the item is worn.
Definition: item.cpp:830

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), can_swap(), m_info, Creature::mod_moves(), reset_encumbrance(), cata::hash64_detail::ret, item::swap_side(), and item::tname().

Referenced by npc::adjust_worn(), change_side(), examine_item_menu::run(), and player::sort_armor().

◆ change_side() [2/2]

bool Character::change_side ( item_location loc,
bool  interactive = true 
)

Definition at line 3739 of file character.cpp.

3740{
3741 if( !loc || !is_worn( *loc ) ) {
3742 if( interactive ) {
3744 _( "You are not wearing that item." ),
3745 _( "<npcname> isn't wearing that item." ) );
3746 }
3747 return false;
3748 }
3749
3750 return change_side( *loc, interactive );
3751}
bool is_worn(const item &thing) const
Definition: character.h:1113
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3707

References _, Creature::add_msg_player_or_npc(), change_side(), is_worn(), and m_info.

◆ check_and_recover_morale()

bool Character::check_and_recover_morale ( )

Checks permanent morale for consistency and recovers it when an inconsistency is found.

Definition at line 9037 of file character.cpp.

9038{
9039 player_morale test_morale;
9040
9041 for( const item &wit : worn ) {
9042 test_morale.on_item_wear( wit );
9043 }
9044
9045 for( const trait_id &mut : get_mutations() ) {
9046 test_morale.on_mutation_gain( mut );
9047 }
9048
9049 for( const auto &elem : *effects ) {
9050 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
9051 const effect &e = _effect_it.second;
9052 if( !e.is_removed() ) {
9053 test_morale.on_effect_int_change( e.get_id(), e.get_intensity(), e.get_bp() );
9054 }
9055 }
9056 }
9057
9058 test_morale.on_stat_change( "kcal", get_stored_kcal() );
9059 test_morale.on_stat_change( "thirst", get_thirst() );
9060 test_morale.on_stat_change( "fatigue", get_fatigue() );
9061 test_morale.on_stat_change( "pain", get_pain() );
9062 test_morale.on_stat_change( "pkill", get_painkiller() );
9063 test_morale.on_stat_change( "perceived_pain", get_perceived_pain() );
9064
9066
9067 if( !morale->consistent_with( test_morale ) ) {
9068 *morale = player_morale( test_morale ); // Recover consistency
9069 add_msg( m_debug, "%s morale was recovered.", disp_name( true ) );
9070 return false;
9071 }
9072
9073 return true;
9074}
int get_fatigue() const
Definition: character.cpp:4467
int get_thirst() const
Definition: character.cpp:4339
void apply_persistent_morale()
Ensures persistent morale effects are up-to-date.
Definition: character.cpp:8916
pimpl< effects_map > effects
Definition: creature.h:808
const efftype_id & get_id() const
Returns the effect's matching effect_type id.
Definition: effect.h:305
int get_intensity() const
Returns the intensity of an effect.
Definition: effect.cpp:849
const bodypart_str_id & get_bp() const
Returns the targeted body_part of the effect.
Definition: effect.cpp:835
bool is_removed() const
Returns if the effect is disabled and set up for removal.
Definition: effect.h:246
void on_item_wear(const item &it)
Definition: morale.cpp:935
void on_stat_change(const std::string &stat, int value)
Definition: morale.cpp:927
void on_effect_int_change(const efftype_id &eid, int intensity, const bodypart_str_id &bp=bodypart_str_id::NULL_ID())
Definition: morale.cpp:974
void on_mutation_gain(const trait_id &mid)
Definition: morale.cpp:917

References add_msg(), apply_persistent_morale(), disp_name(), Creature::effects, effect::get_bp(), get_fatigue(), effect::get_id(), effect::get_intensity(), get_mutations(), Creature::get_pain(), get_painkiller(), get_perceived_pain(), get_stored_kcal(), get_thirst(), effect::is_removed(), m_debug, morale, player_morale::on_effect_int_change(), player_morale::on_item_wear(), player_morale::on_mutation_gain(), player_morale::on_stat_change(), and worn.

Referenced by game::do_turn().

◆ check_item_encumbrance_flag()

void Character::check_item_encumbrance_flag ( )

Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating.

Definition at line 1882 of file character.cpp.

1883{
1884 bool update_required = check_encumbrance;
1885 for( auto &i : worn ) {
1886 if( !update_required && i.encumbrance_update_ ) {
1887 update_required = true;
1888 }
1889 i.encumbrance_update_ = false;
1890 }
1891
1892 if( update_required ) {
1894 }
1895}
bool check_encumbrance
Definition: character.h:2213

References check_encumbrance, reset_encumbrance(), and worn.

◆ check_mount_is_spooked()

bool Character::check_mount_is_spooked ( )

Definition at line 1157 of file character.cpp.

1158{
1159 if( !is_mounted() ) {
1160 return false;
1161 }
1162 // chance to spook per monster nearby:
1163 // base 1% per turn.
1164 // + 1% per square closer than 15 distanace. (1% - 15%)
1165 // * 2 if hostile monster is bigger than or same size as mounted creature.
1166 // -0.25% per point of dexterity (low -1%, average -2%, high -3%, extreme -3.5%)
1167 // -0.1% per point of strength ( low -0.4%, average -0.8%, high -1.2%, extreme -1.4% )
1168 // / 2 if horse has full tack and saddle.
1169 // Monster in spear reach monster and average stat (8) player on saddled horse, 14% -2% -0.8% / 2 = ~5%
1170 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1171 const m_size mount_size = mounted_creature->get_size();
1172 const bool saddled = mounted_creature->has_effect( effect_saddled );
1173 for( const monster &critter : g->all_monsters() ) {
1174 double chance = 1.0;
1175 Attitude att = critter.attitude_to( *this );
1176 // actually too close now - horse might spook.
1177 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 10 ) {
1178 chance += 10 - rl_dist( pos(), critter.pos() );
1179 if( critter.get_size() >= mount_size ) {
1180 chance *= 2;
1181 }
1182 chance -= 0.25 * get_dex();
1183 chance -= 0.1 * get_str();
1184 if( saddled ) {
1185 chance /= 2;
1186 }
1187 chance = std::max( 1.0, chance );
1188 if( x_in_y( chance, 100.0 ) ) {
1190 return true;
1191 }
1192 }
1193 }
1194 }
1195 return false;
1196}
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
static const efftype_id effect_saddled("monster_saddled")
void forced_dismount()
Definition: character.cpp:1203
Attitude
Simplified attitude towards any creature: hostile - hate, want to kill, etc.
Definition: creature.h:168
m_size
Definition: creature.h:57

References Creature::A_HOSTILE, effect_saddled, forced_dismount(), g, get_dex(), get_str(), HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), sees(), and x_in_y().

Referenced by game::do_turn().

◆ check_mount_will_move()

bool Character::check_mount_will_move ( const tripoint dest_loc)

Definition at line 1139 of file character.cpp.

1140{
1141 if( !is_mounted() ) {
1142 return true;
1143 }
1144 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1145 for( const monster &critter : g->all_monsters() ) {
1146 Attitude att = critter.attitude_to( *this );
1147 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 15 &&
1148 rl_dist( dest_loc, critter.pos() ) < rl_dist( pos(), critter.pos() ) ) {
1149 add_msg_if_player( _( "You fail to budge your %s!" ), mounted_creature->get_name() );
1150 return false;
1151 }
1152 }
1153 }
1154 return true;
1155}

References _, Creature::A_HOSTILE, Creature::add_msg_if_player(), g, HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), and sees().

Referenced by avatar_action::move().

◆ check_needs_extremes()

void Character::check_needs_extremes ( )

Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.

Intelligence slightly decreases occurrence of short naps when dead tired Intelligence slightly decreases occurrence of short naps when exhausted Perception slightly decreases occurrence of short naps when sleep deprived Perception slightly increases resilience against passing out from sleep deprivation

Definition at line 4977 of file character.cpp.

4978{
4979 // Check if we've overdosed... in any deadly way.
4980 if( get_stim() > 250 ) {
4981 add_msg_if_player( m_bad, _( "You have a sudden heart attack!" ) );
4982 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4983 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4984 } else if( get_stim() < -200 || get_painkiller() > 240 ) {
4985 add_msg_if_player( m_bad, _( "Your breathing stops completely." ) );
4986 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4987 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4988 } else if( has_effect( effect_jetinjector ) && get_effect_dur( effect_jetinjector ) > 40_minutes ) {
4989 if( !( has_trait( trait_NOPAIN ) ) ) {
4990 add_msg_if_player( m_bad, _( "Your heart spasms painfully and stops." ) );
4991 } else {
4992 add_msg_if_player( _( "Your heart spasms and stops." ) );
4993 }
4995 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4996 } else if( get_effect_dur( effect_adrenaline ) > 50_minutes ) {
4997 add_msg_if_player( m_bad, _( "Your heart spasms and stops." ) );
4999 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5000 } else if( get_effect_int( effect_drunk ) > 4 ) {
5001 add_msg_if_player( m_bad, _( "Your breathing slows down to a stop." ) );
5003 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5004 }
5005
5006 // check if we've starved
5007 if( is_player() ) {
5008 if( get_stored_kcal() <= 0 ) {
5009 add_msg_if_player( m_bad, _( "You have starved to death." ) );
5010 g->events().send<event_type::dies_of_starvation>( getID() );
5011 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5012 } else if( calendar::once_every( 6_hours ) ) {
5013 std::string category;
5014 if( get_kcal_percent() < 0.1f ) {
5015 category = "empty_starving";
5016 } else if( get_kcal_percent() < 0.25f ) {
5017 category = "empty_emaciated";
5018 } else if( get_kcal_percent() < 0.5f ) {
5019 category = "empty_malnutrition";
5020 } else if( get_kcal_percent() < 0.7f ) {
5021 category = "empty_low_cal";
5022 }
5023 if( !category.empty() ) {
5024 const translation message = SNIPPET.random_from_category( category ).value_or( translation() );
5026 }
5027
5028 }
5029 }
5030
5031 // Check if we're dying of thirst
5033 if( get_thirst() >= thirst_levels::dead ) {
5034 add_msg_if_player( m_bad, _( "You have died of dehydration." ) );
5035 g->events().send<event_type::dies_of_thirst>( getID() );
5036 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5037 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.333f ) &&
5038 calendar::once_every( 30_minutes ) ) {
5039 add_msg_if_player( m_warning, _( "Even your eyes feel dry…" ) );
5040 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.666f ) &&
5041 calendar::once_every( 30_minutes ) ) {
5042 add_msg_if_player( m_warning, _( "You are THIRSTY!" ) );
5043 } else if( calendar::once_every( 30_minutes ) ) {
5044 add_msg_if_player( m_warning, _( "Your mouth feels so dry…" ) );
5045 }
5046 }
5047
5048 // Check if we're falling asleep, unless we're sleeping
5051 add_msg_if_player( m_bad, _( "Survivor sleep now." ) );
5053 mod_fatigue( -10 );
5054 fall_asleep();
5055 } else if( get_fatigue() >= 800 && calendar::once_every( 30_minutes ) ) {
5056 add_msg_if_player( m_warning, _( "Anywhere would be a good place to sleep…" ) );
5057 } else if( calendar::once_every( 30_minutes ) ) {
5058 add_msg_if_player( m_warning, _( "You feel like you haven't slept in days." ) );
5059 }
5060 }
5061
5062 // Even if we're not Exhausted, we really should be feeling lack/sleep earlier
5063 // Penalties start at Dead Tired and go from there
5065 if( get_fatigue() >= 700 ) {
5066 if( calendar::once_every( 30_minutes ) ) {
5067 add_msg_if_player( m_warning, _( "You're too physically tired to stop yawning." ) );
5068 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5069 }
5070 /** @EFFECT_INT slightly decreases occurrence of short naps when dead tired */
5071 if( one_in( 50 + int_cur ) ) {
5072 fall_asleep( 30_seconds );
5073 }
5074 } else if( get_fatigue() >= fatigue_levels::exhausted ) {
5075 if( calendar::once_every( 30_minutes ) ) {
5076 add_msg_if_player( m_warning, _( "How much longer until bedtime?" ) );
5077 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5078 }
5079 /** @EFFECT_INT slightly decreases occurrence of short naps when exhausted */
5080 if( one_in( 100 + int_cur ) ) {
5081 fall_asleep( 30_seconds );
5082 }
5083 } else if( get_fatigue() >= fatigue_levels::dead_tired && calendar::once_every( 30_minutes ) ) {
5084 add_msg_if_player( m_warning, _( "*yawn* You should really get some sleep." ) );
5085 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5086 }
5087 }
5088
5089 // Sleep deprivation kicks in if lack of sleep is avoided with stimulants or otherwise for long periods of time
5091 float sleep_deprivation_pct = sleep_deprivation / static_cast<float>
5093
5095 calendar::once_every( 60_minutes ) &&
5099 _( "Your mind feels tired. It's been a while since you've slept well." ) );
5100 mod_fatigue( 1 );
5103 _( "Your mind feels foggy from lack of good sleep, and your eyes keep trying to close against your will." ) );
5104 mod_fatigue( 5 );
5105
5106 if( one_in( 10 ) ) {
5107 mod_healthy_mod( -1, 0 );
5108 }
5111 _( "Your mind feels weary, and you dread every wakeful minute that passes. You crave sleep, and feel like you're about to collapse." ) );
5112 mod_fatigue( 10 );
5113
5114 if( one_in( 5 ) ) {
5115 mod_healthy_mod( -2, -20 );
5116 }
5119 _( "You haven't slept decently for so long that your whole body is screaming for mercy. It's a miracle that you're still awake, but it just feels like a curse now." ) );
5120 mod_fatigue( 40 );
5121
5122 mod_healthy_mod( -5, -50 );
5123 }
5124 // else you pass out for 20 hours, guaranteed
5125
5126 // Microsleeps are slightly worse if you're sleep deprived, but not by much. (chance: 1 in (75 + per_cur) at minor sleep deprivation)
5127 // Note: these can coexist with fatigue-related microsleeps
5128 /** @EFFECT_PER slightly decreases occurrence of short naps when sleep deprived */
5129 if( one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 75 + get_per() ) ) ) {
5130 fall_asleep( 30_seconds );
5131 }
5132
5133
5136 /** @EFFECT_PER slightly increases resilience against passing out from sleep deprivation */
5137 one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 100 ) + get_per() ) ) ) ) {
5139 _( "Your body collapses due to sleep deprivation, your neglected fatigue rushing back all at once, and you pass out on the spot." )
5140 , _( "<npcname> collapses to the ground from exhaustion." ) );
5142 set_fatigue( static_cast<int>( fatigue_levels::exhausted ) );
5143 }
5144
5146 fall_asleep( 20_hours );
5148 fall_asleep( 16_hours );
5149 } else {
5150 fall_asleep( 12_hours );
5151 }
5152 }
5153 }
5154}
constexpr T lerp(const T &min, const T &max, float t)
Linear interpolation: returns first argument if t is 0, second if t is 1, otherwise proportional to t...
Definition: cata_utility.h:155
static const efftype_id effect_lack_sleep("lack_sleep")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_meth("meth")
static const efftype_id effect_jetinjector("jetinjector")
static const trait_id trait_NOPAIN("NOPAIN")
float get_kcal_percent() const
Definition: character.cpp:4334
virtual void set_fatigue(int nfatigue)
Definition: character.cpp:4452
void fall_asleep()
Adds "sleep" to the player.
Definition: character.cpp:9182
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4442
int get_stim() const
Definition: character.cpp:7073
virtual void mod_healthy_mod(int nhealthy_mod, int cap)
Definition: character.cpp:4270
int get_sleep_deprivation() const
Definition: character.cpp:4472
virtual int get_per() const
Definition: character.cpp:4084
void set_part_hp_cur(const bodypart_id &id, int set)
Definition: creature.cpp:1580
time_duration get_effect_dur(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the duration of the matching effect.
Definition: creature.cpp:1246
cata::optional< translation > random_from_category(const std::string &cat) const
Returns a random snippet out of the given category.
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
@ m_warning
Definition: enums.h:264
@ falls_asleep_from_exhaustion
@ dies_from_drug_overdose
@ dies_of_starvation
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
std::string message
Definition: mapgen.cpp:411
snippet_library SNIPPET

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dead, dead_tired, dies_from_drug_overdose, dies_of_starvation, dies_of_thirst, effect_adrenaline, effect_drunk, effect_jetinjector, effect_lack_sleep, effect_meth, efftype_id, exhausted, fall_asleep(), falls_asleep_from_exhaustion, g, Creature::get_effect_dur(), Creature::get_effect_int(), get_fatigue(), get_kcal_percent(), get_painkiller(), get_per(), get_sleep_deprivation(), get_stim(), get_stored_kcal(), get_thirst(), getID(), harmless, Creature::has_effect(), has_trait(), in_sleep_state(), int_cur, Creature::is_player(), lerp(), m_bad, m_warning, major, massive, mapgen_defer::message, minor, mod_fatigue(), mod_healthy_mod(), calendar::once_every(), one_in(), parched, snippet_library::random_from_category(), serious, set_fatigue(), Creature::set_part_hp_cur(), sleep_deprivation, SNIPPET, and trait_NOPAIN.

Referenced by update_body().

◆ check_outbounds_activity()

bool Character::check_outbounds_activity ( const player_activity act,
bool  check_only = false 
)

Definition at line 1051 of file character.cpp.

1052{
1053 map &here = get_map();
1054 if( ( act.placement != tripoint_zero && act.placement != tripoint_min &&
1055 !here.inbounds( here.getlocal( act.placement ) ) ) || ( !act.coords.empty() &&
1056 !here.inbounds( here.getlocal( act.coords.back() ) ) ) ) {
1057 if( is_npc() && !check_only ) {
1058 // stash activity for when reloaded.
1060 if( !backlog.empty() ) {
1062 }
1064 }
1066 "npc %s at pos %d %d, activity target is not inbounds at %d %d therefore activity was stashed",
1067 disp_name(), pos().x, pos().y, act.placement.x, act.placement.y );
1068 return true;
1069 }
1070 return false;
1071}
tripoint getlocal(const tripoint &p) const
Inverse of getabs.
Definition: map.cpp:8280
virtual bool inbounds(const tripoint &p) const
Definition: map.cpp:7771
static constexpr tripoint tripoint_zero
Definition: point.h:273
static constexpr tripoint tripoint_min
Definition: point.h:318

References act, activity, add_msg(), backlog, disp_name(), get_map(), map::getlocal(), map::inbounds(), Creature::is_npc(), m_debug, pos(), stashed_outbounds_activity, stashed_outbounds_backlog, tripoint_min, and tripoint_zero.

Referenced by player_activity::do_turn(), and npc::move().

◆ clairvoyance()

int Character::clairvoyance ( ) const

Returns the distance the player can see through walls.

Definition at line 809 of file character.cpp.

810{
812 return MAX_CLAIRVOYANCE;
813 }
814
816 return 8;
817 }
818
820 return 3;
821 }
822
823 // 0 would mean we have clairvoyance of own tile
824 return -1;
825}
#define MAX_CLAIRVOYANCE
Definition: character.h:85
@ VISION_CLAIRVOYANCE_PLUS
Definition: character.h:96
@ VISION_CLAIRVOYANCE
Definition: character.h:95
@ VISION_CLAIRVOYANCE_SUPER
Definition: character.h:97
std::bitset< NUM_VISION_MODES > vision_mode_cache
Definition: character.h:2135

References MAX_CLAIRVOYANCE, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, and vision_mode_cache.

Referenced by sees().

◆ clear_bionics()

void Character::clear_bionics ( )

Remove all bionics.

Definition at line 2644 of file bionics.cpp.

2645{
2646 my_bionics->clear();
2647}

References my_bionics.

◆ clear_destination()

◆ clear_destination_activity()

void Character::clear_destination_activity ( )

Definition at line 1078 of file character.cpp.

1079{
1081}
player_activity destination_activity
Definition: character.h:2198

References destination_activity.

Referenced by clear_destination().

◆ clear_miss_reasons()

void Character::clear_miss_reasons ( )

Clears the list of reasons for why the player would miss a melee attack.

Definition at line 324 of file melee.cpp.

325{
326 melee_miss_reasons.clear();
327}

References melee_miss_reasons.

Referenced by process_turn().

◆ clear_morale()

void Character::clear_morale ( )

Definition at line 9027 of file character.cpp.

9028{
9029 morale->clear();
9030}

References morale.

◆ clear_mutations()

void Character::clear_mutations ( )

Empties the trait and mutations lists.

Definition at line 2882 of file newcharacter.cpp.

2883{
2884 while( !my_traits.empty() ) {
2885 toggle_trait( *my_traits.begin() );
2886 }
2887 while( !my_mutations.empty() ) {
2888 unset_mutation( my_mutations.begin()->first );
2889 }
2890 cached_mutations.clear();
2891}
void toggle_trait(const trait_id &)
Toggles a trait on the player and in their mutation list.
Definition: mutation.cpp:127
std::vector< const mutation_branch * > cached_mutations
Pointers to mutation branches in my_mutations.
Definition: character.h:2121
void unset_mutation(const trait_id &)
Definition: mutation.cpp:167
std::unordered_set< trait_id > my_traits
Contains mutation ids of the base traits.
Definition: character.h:2117

References cached_mutations, my_mutations, my_traits, toggle_trait(), and unset_mutation().

Referenced by npc::randomize(), and reset_scenario().

◆ clear_npc_ai_info_cache()

void Character::clear_npc_ai_info_cache ( const std::string &  key) const

Definition at line 10532 of file character.cpp.

10533{
10534 npc_ai_info_cache.erase( key );
10535}
std::map< std::string, double > npc_ai_info_cache
Definition: character.h:2231

References npc_ai_info_cache.

Referenced by i_add(), remove_weapon(), npc::wield(), and avatar::wield().

◆ clear_skills()

void Character::clear_skills ( )

Clear the skills map, setting all levels to 0.

Definition at line 2893 of file newcharacter.cpp.

2894{
2895 for( auto &sk : *_skills ) {
2896 sk.second.level( 0 );
2897 }
2898}
pimpl< SkillLevelMap > _skills
Character skills.
Definition: character.h:2128

References _skills.

Referenced by reset_scenario().

◆ compute_effective_nutrients()

nutrients Character::compute_effective_nutrients ( const item comest) const

Definition at line 328 of file consumption.cpp.

329{
330 if( !comest.is_comestible() ) {
331 return {};
332 }
333
334 // if item has components, will derive calories from that instead.
335 if( !comest.components.empty() && !comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
336 nutrients tally{};
337 for( const item &component : comest.components ) {
338 nutrients component_value =
340 if( component.has_flag( flag_BYPRODUCT ) ) {
341 tally -= component_value;
342 } else {
343 tally += component_value;
344 }
345 }
346 return tally / comest.recipe_charges;
347 } else {
348 return compute_default_effective_nutrients( comest, *this );
349 }
350}
std::list< item > components
Definition: item.h:2159
int recipe_charges
Definition: item.h:2199
static nutrients compute_default_effective_nutrients(const item &comest, const Character &you, const cata::flat_set< std::string > &extra_flags={})
static const std::string flag_NUTRIENT_OVERRIDE("NUTRIENT_OVERRIDE")
static const std::string flag_BYPRODUCT("BYPRODUCT")

References item::components, compute_default_effective_nutrients(), compute_effective_nutrients(), flag_BYPRODUCT(), flag_NUTRIENT_OVERRIDE(), item::has_flag(), item::is_comestible(), and item::recipe_charges.

Referenced by can_eat(), comestible_inventory_preset::comestible_inventory_preset(), compute_effective_nutrients(), consume_effects(), player::eat(), find_auto_consume(), item::food_info(), nutrition_for(), and will_eat().

◆ compute_nutrient_range() [1/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const item comest,
const recipe_id recipe_i,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Get calorie & vitamin contents for a comestible, taking into account character traits.

Get range of possible nutrient content, for a particular recipe, depending on choice of ingredients

Definition at line 354 of file consumption.cpp.

357{
358 if( !comest.is_comestible() ) {
359 return {};
360 }
361
362 // if item has components, will derive calories from that instead.
363 if( comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
365 return { result, result };
366 }
367
368 nutrients tally_min;
369 nutrients tally_max;
370
371 const recipe &rec = *recipe_i;
372
373 cata::flat_set<std::string> our_extra_flags = extra_flags;
374
375 if( rec.hot_result() ) {
376 our_extra_flags.insert( flag_COOKED );
377 }
378
379 const requirement_data requirements = rec.simple_requirements();
380 const requirement_data::alter_item_comp_vector &component_requirements =
381 requirements.get_components();
382
383 for( const std::vector<item_comp> &component_options : component_requirements ) {
384 nutrients this_min;
385 nutrients this_max;
386 bool first = true;
387 for( const item_comp &component_option : component_options ) {
388 std::pair<nutrients, nutrients> component_option_range =
389 compute_nutrient_range( component_option.type, our_extra_flags );
390 component_option_range.first *= component_option.count;
391 component_option_range.second *= component_option.count;
392
393 if( first ) {
394 std::tie( this_min, this_max ) = component_option_range;
395 first = false;
396 } else {
397 this_min.min_in_place( component_option_range.first );
398 this_max.max_in_place( component_option_range.second );
399 }
400 }
401 tally_min += this_min;
402 tally_max += this_max;
403 }
404
405 for( const std::pair<const itype_id, int> &byproduct : rec.byproducts ) {
406 item byproduct_it( byproduct.first, calendar::turn, byproduct.second );
407 nutrients byproduct_nutr = compute_default_effective_nutrients( byproduct_it, *this );
408 tally_min -= byproduct_nutr;
409 tally_max -= byproduct_nutr;
410 }
411
412 int charges = comest.count();
413 return { tally_min / charges, tally_max / charges };
414}
std::pair< nutrients, nutrients > compute_nutrient_range(const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
Get calorie & vitamin contents for a comestible, taking into account character traits.
iterator insert(iterator, const value_type &value)
Definition: flat_set.h:151
int count() const
If count_by_charges(), returns charges, otherwise 1.
Definition: item.cpp:5895
Definition: recipe.h:35
const requirement_data & simple_requirements() const
Fetch combined requirement data (inline and via "using" syntax).
Definition: recipe.h:67
bool hot_result() const
Definition: recipe.cpp:804
std::map< itype_id, int > byproducts
Definition: recipe.h:105
static const std::string flag_COOKED("COOKED")
void min_in_place(const nutrients &r)
Replace the values here with the minimum (or maximum) of themselves and the corresponding values take...
Definition: stomach.cpp:12
void max_in_place(const nutrients &r)
Definition: stomach.cpp:29
The *_vector members represent list of alternatives requirements: alter_tool_comp_vector = { * { { a,...
Definition: requirements.h:215
const alter_item_comp_vector & get_components() const
std::vector< std::vector< item_comp > > alter_item_comp_vector
Definition: requirements.h:223

References recipe::byproducts, compute_default_effective_nutrients(), compute_nutrient_range(), item::count(), flag_COOKED(), flag_NUTRIENT_OVERRIDE(), requirement_data::get_components(), item::has_flag(), recipe::hot_result(), cata::flat_set< T, Compare, Data >::insert(), item::is_comestible(), nutrients::max_in_place(), nutrients::min_in_place(), recipe::simple_requirements(), and calendar::turn.

Referenced by compute_nutrient_range(), and item::food_info().

◆ compute_nutrient_range() [2/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const itype_id comest_id,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Same, but across arbitrary recipes.

Definition at line 418 of file consumption.cpp.

420{
421 const itype *comest = &*comest_id;
422 if( !comest->comestible ) {
423 return {};
424 }
425
426 item comest_it( comest, calendar::turn, 1 );
427 // The default nutrients are always a possibility
428 nutrients min_nutr = compute_default_effective_nutrients( comest_it, *this, extra_flags );
429
430 if( comest->has_flag( flag_NUTRIENT_OVERRIDE ) ||
431 recipe_dict.is_item_on_loop( comest->get_id() ) ) {
432 return { min_nutr, min_nutr };
433 }
434
435 nutrients max_nutr = min_nutr;
436
437 for( const recipe_id &rec : comest->recipes ) {
438 nutrients this_min;
439 nutrients this_max;
440
441 item result_it = rec->create_result();
442 if( result_it.contents.num_item_stacks() == 1 ) {
443 const item alt_result = result_it.contents.front();
444 if( alt_result.typeId() == comest_it.typeId() ) {
445 result_it = alt_result;
446 }
447 }
448 if( result_it.typeId() != comest_it.typeId() ) {
449 debugmsg( "When creating recipe result expected %s, got %s\n",
450 comest_it.typeId().str(), result_it.typeId().str() );
451 }
452 std::tie( this_min, this_max ) = compute_nutrient_range( result_it, rec, extra_flags );
453 min_nutr.min_in_place( this_min );
454 max_nutr.max_in_place( this_max );
455 }
456
457 return { min_nutr, max_nutr };
458}
size_t num_item_stacks() const
returns the number of items stacks in contents each item that is not count_by_charges,...
bool is_item_on_loop(const itype_id &) const
item create_result() const
Definition: recipe.cpp:453
recipe_dictionary recipe_dict
cata::value_ptr< islot_comestible > comestible
Definition: itype.h:850
std::vector< recipe_id > recipes
What recipes can make this item.
Definition: itype.h:1016
bool has_flag(const std::string &flag) const
Definition: itype.cpp:71
const itype_id & get_id() const
Definition: itype.h:1072

References itype::comestible, compute_default_effective_nutrients(), compute_nutrient_range(), item::contents, recipe::create_result(), debugmsg, flag_NUTRIENT_OVERRIDE(), item_contents::front(), itype::get_id(), itype::has_flag(), recipe_dictionary::is_item_on_loop(), nutrients::max_in_place(), nutrients::min_in_place(), item_contents::num_item_stacks(), recipe_dict, itype::recipes, string_id< T >::str(), calendar::turn, and item::typeId().

◆ conduct_blood_analysis()

void Character::conduct_blood_analysis ( ) const

Definition at line 2076 of file character.cpp.

2077{
2078 std::vector<std::string> effect_descriptions;
2079 std::vector<nc_color> colors;
2080
2081 for( auto &elem : *effects ) {
2082 if( elem.first->get_blood_analysis_description().empty() ) {
2083 continue;
2084 }
2085 effect_descriptions.emplace_back( elem.first->get_blood_analysis_description() );
2086 colors.emplace_back( elem.first->get_rating() == e_good ? c_green : c_red );
2087 }
2088
2089 const int win_w = 46;
2090 size_t win_h = 0;
2092 ui_adaptor ui;
2093 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2094 win_h = std::min( static_cast<size_t>( TERMY ),
2095 std::max<size_t>( 1, effect_descriptions.size() ) + 2 );
2096 w = catacurses::newwin( win_h, win_w,
2097 point( ( TERMX - win_w ) / 2, ( TERMY - win_h ) / 2 ) );
2098 ui.position_from_window( w );
2099 } );
2100 ui.mark_resize();
2101 ui.on_redraw( [&]( const ui_adaptor & ) {
2102 draw_border( w, c_red, string_format( " %s ", _( "Blood Test Results" ) ) );
2103 if( effect_descriptions.empty() ) {
2104 trim_and_print( w, point( 2, 1 ), win_w - 3, c_white, _( "No effects." ) );
2105 } else {
2106 for( size_t line = 1; line < ( win_h - 1 ) && line <= effect_descriptions.size(); ++line ) {
2107 trim_and_print( w, point( 2, line ), win_w - 3, colors[line - 1], effect_descriptions[line - 1] );
2108 }
2109 }
2110 wnoutrefresh( w );
2111 } );
2112 input_context ctxt( "BLOOD_TEST_RESULTS" );
2113 ctxt.register_action( "CONFIRM" );
2114 ctxt.register_action( "QUIT" );
2115 ctxt.register_action( "HELP_KEYBINDINGS" );
2116 bool stop = false;
2117 // Display new messages
2118 g->invalidate_main_ui_adaptor();
2119 while( !stop ) {
2121 const std::string action = ctxt.handle_input();
2122 if( action == "CONFIRM" || action == "QUIT" ) {
2123 stop = true;
2124 }
2125 }
2126}
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
Represents a context in which a set of actions can be performed.
Definition: input.h:386
Adaptor between UI code and the UI management system.
Definition: ui_manager.h:65
@ action
Definition: dialogue.h:36
@ e_good
Definition: effect.h:29
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6486
std::string colors()
Definition: path_info.cpp:146
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void redraw()
Invalidate the top window and redraw all invalidated windows.
Definition: ui_manager.cpp:389
Definition: overmap_ui.h:17
int TERMX
Definition: output.cpp:47
int TERMY
Definition: output.cpp:48
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575

References _, action, c_green, c_red, c_white, PATH_INFO::colors(), draw_border(), e_good, Creature::effects, g, input_context::handle_input(), line(), catacurses::newwin(), ui_manager::redraw(), input_context::register_action(), string_format(), TERMX, TERMY, trim_and_print(), and catacurses::wnoutrefresh().

Referenced by activate_bionic(), and iexamine::autodoc().

◆ consume_charges()

bool Character::consume_charges ( item used,
int  qty 
)

Consume charges of a tool or comestible item, potentially destroying it in the process.

Parameters
useditem consuming the charges
qtynumber of charges to consume which must be non-zero
Returns
true if item was destroyed

Definition at line 7428 of file character.cpp.

7429{
7430 if( qty < 0 ) {
7431 debugmsg( "Tried to consume negative charges" );
7432 return false;
7433 }
7434
7435 if( qty == 0 ) {
7436 return false;
7437 }
7438
7439 if( !used.is_tool() && !used.is_food() && !used.is_medication() ) {
7440 debugmsg( "Tried to consume charges for non-tool, non-food, non-med item" );
7441 return false;
7442 }
7443
7444 // Consume comestibles destroying them if no charges remain
7445 if( used.is_food() || used.is_medication() ) {
7446 used.charges -= qty;
7447 if( used.charges <= 0 ) {
7448 i_rem( &used );
7449 return true;
7450 }
7451 return false;
7452 }
7453
7454 // Tools which don't require ammo are instead destroyed
7455 if( used.is_tool() && !used.ammo_required() ) {
7456 i_rem( &used );
7457 return true;
7458 }
7459
7460 if( used.is_power_armor() ) {
7461 if( used.charges >= qty ) {
7462 used.ammo_consume( qty, pos() );
7463 } else if( character_funcs::can_interface_armor( *this ) && has_charges( itype_bio_armor, qty ) ) {
7465 } else {
7466 use_charges( itype_UPS, qty );
7467 }
7468 }
7469
7470 // USE_UPS never occurs on base items but is instead added by the UPS tool mod
7471 if( used.has_flag( flag_USE_UPS ) ) {
7472 // With the new UPS system, we'll want to use any charges built up in the tool before pulling from the UPS
7473 // The usage of the item was already approved, so drain item if possible, otherwise use UPS
7474 if( used.charges >= qty ) {
7475 used.ammo_consume( qty, pos() );
7476 } else {
7477 use_charges( itype_UPS, qty );
7478 }
7479 } else {
7480 used.ammo_consume( std::min( qty, used.ammo_remaining() ), pos() );
7481 }
7482 return false;
7483}
static const std::string flag_USE_UPS("USE_UPS")
static const itype_id itype_bio_armor("bio_armor")
std::list< item > use_charges(const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9568
bool is_tool() const
Definition: item.cpp:6838
bool is_food() const
Definition: item.cpp:6477
int ammo_consume(int qty, const tripoint &pos)
Consume ammo (if available) and return the amount of ammo that was consumed.
Definition: item.cpp:7359
bool can_interface_armor(const Character &who)
Check whether character has an active bionic capable of interfacing with power armor.

References item::ammo_consume(), item::ammo_remaining(), item::ammo_required(), character_funcs::can_interface_armor(), item::charges, debugmsg, flag_USE_UPS(), has_charges(), item::has_flag(), i_rem(), item::is_food(), item::is_medication(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, pos(), and use_charges().

Referenced by chop_plank_activity(), chop_tree_activity(), feedpet(), activity_handlers::firstaid_finish(), npc::heal_player(), npc::heal_self(), invoke_item(), activity_handlers::jackhammer_finish(), petfood(), activity_handlers::pickaxe_finish(), npc::pretend_heal(), activity_handlers::repair_item_finish(), activity_handlers::shear_finish(), and activity_handlers::start_fire_finish().

◆ consume_effects()

bool Character::consume_effects ( item food)

Handles the effects of consuming an item.

Definition at line 1157 of file consumption.cpp.

1158{
1159 if( !food.is_comestible() ) {
1160 debugmsg( "called Character::consume_effects with non-comestible" );
1161 return false;
1162 }
1163
1164 if( has_trait( trait_THRESH_PLANT ) && food.type->can_use( "PLANTBLECH" ) ) {
1165 // Was used to cap nutrition and thirst, but no longer does this
1166 return false;
1167 }
1170 // No good can come of this.
1171 return false;
1172 }
1173
1174 const auto &comest = *food.get_comestible();
1175
1176 // Rotten food causes health loss
1177 const float relative_rot = food.get_relative_rot();
1178 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) &&
1180 const float rottedness = clamp( 2 * relative_rot - 2.0f, 0.1f, 1.0f );
1181 // ~-1 health per 1 nutrition at halfway-rotten-away, ~0 at "just got rotten"
1182 // But always round down
1183 int h_loss = -rottedness * comest.get_default_nutr();
1184 mod_healthy_mod( h_loss, -200 );
1185 add_msg( m_debug, "%d health from %0.2f%% rotten food", h_loss, rottedness );
1186 }
1187
1188 // Used in hibernation messages.
1189 const auto nutr = nutrition_for( food );
1190 const bool skip_health = has_trait( trait_PROJUNK2 ) && comest.healthy < 0;
1191 // We can handle junk just fine
1192 if( !skip_health ) {
1193 modify_health( comest );
1194 }
1195 modify_stimulation( comest );
1196 modify_fatigue( comest );
1197 modify_radiation( comest );
1198 modify_addiction( comest );
1199 modify_morale( food, nutr );
1200
1201 // Moved here and changed a bit - it was too complex
1202 // Incredibly minor stuff like this shouldn't require complexity
1203 if( !is_npc() && has_trait( trait_SLIMESPAWNER ) &&
1206 _( "You feel as though you're going to split open! In a good way?" ) );
1207 mod_pain( 5 );
1208 int numslime = 1;
1209 for( int i = 0; i < numslime; i++ ) {
1210 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
1211 slime->friendly = -1;
1212 }
1213 }
1214 mod_stored_kcal( -400 );
1215 mod_thirst( 40 );
1216 //~ slimespawns have *small voices* which may be the Nice equivalent
1217 //~ of the Rat King's ALL CAPS invective. Probably shared-brain telepathy.
1218 add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) );
1219 }
1220
1221 // Set up food for ingestion
1222 const item &contained_food = food.is_container() ? food.get_contained() : food;
1223 food_summary ingested{
1224 compute_effective_nutrients( contained_food )
1225 };
1226 // Maybe move tapeworm to digestion
1227 if( has_effect( effect_tapeworm ) ) {
1228 ingested.nutr /= 2;
1229 }
1230
1231 int excess_kcal = get_stored_kcal() + stomach.get_calories() + ingested.nutr.kcal -
1233
1234 // Moved hypermetabolism check here to prevent it being gimped by various bloating/vomit problems.
1235 if( excess_kcal > 0 && has_trait( trait_EATHEALTH ) ) {
1236 healall( roll_remainder( excess_kcal / 50.0f ) );
1237 mod_stored_kcal( -excess_kcal );
1238 excess_kcal = 0;
1239 }
1240
1241 int excess_quench = -( get_thirst() - comest.quench );
1242 stomach.ingest( ingested );
1243 mod_thirst( -contained_food.type->comestible->quench );
1244
1245
1246 if( ( excess_kcal > 0 || excess_quench > 0 ) && !food.has_flag( flag_NO_BLOAT ) &&
1248 add_effect( effect_bloated, 5_minutes );
1249 }
1250
1251 return true;
1252}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
void modify_addiction(const islot_comestible &comest)
Used to apply addiction modifications from food and medication.
void modify_stimulation(const islot_comestible &comest)
Used to apply stimulation modifications from food and medication.
void modify_morale(item &food, int nutr=0)
Used to apply morale modifications from food and medication.
void modify_radiation(const islot_comestible &comest)
Used to apply radiation from food and medication.
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4426
stomach_contents stomach
Definition: character.h:1559
void modify_health(const islot_comestible &comest)
Used to apply health modifications from food and medication.
int nutrition_for(const item &comest) const
Handles the nutrition value for a comestible.
void healall(int dam)
Heals all body parts for dam.
Definition: character.cpp:8563
void modify_fatigue(const islot_comestible &comest)
Used to apply fatigue modifications from food and medication.
bool is_container() const
Whether this is container.
Definition: item.cpp:6604
double get_relative_rot() const
Get rot value relative to shelf life (or 0 if item does not spoil)
Definition: item.cpp:5455
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:6925
void ingest(const food_summary &ingested)
Directly adds food to stomach contents.
Definition: stomach.cpp:126
int get_calories() const
Definition: stomach.cpp:179
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const bionic_id bio_digestion("bio_digestion")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PROJUNK2("PROJUNK2")
static const trait_id trait_SAPROVORE("SAPROVORE")
static const efftype_id effect_bloated("bloated")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_GOURMAND("GOURMAND")
static const trait_id trait_SAPROPHAGE("SAPROPHAGE")
static const std::string flag_NO_BLOAT("NO_BLOAT")
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:86

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_digestion, itype::can_use(), clamp(), itype::comestible, compute_effective_nutrients(), debugmsg, effect_bloated, effect_tapeworm, flag_NO_BLOAT(), g, stomach_contents::get_calories(), item::get_comestible(), item::get_contained(), item::get_relative_rot(), get_stored_kcal(), get_thirst(), item::has_any_flag(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), healall(), herbivore_blacklist(), stomach_contents::ingest(), item::is_comestible(), item::is_container(), Creature::is_npc(), m_debug, m_good, m_mixed, max_stored_kcal(), mod_healthy_mod(), mod_pain(), mod_stored_kcal(), mod_thirst(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), mon_player_blob, nutrition_for(), pos(), roll_remainder(), slaked, stomach, trait_EATHEALTH, trait_GOURMAND, trait_HERBIVORE, trait_PROJUNK2, trait_RUMINANT, trait_SAPROPHAGE, trait_SAPROVORE, trait_SLIMESPAWNER, trait_THRESH_PLANT, and item::type.

Referenced by player::consume_med(), player::eat(), iuse::ecig(), and try_consume().

◆ consume_remote_fuel()

int Character::consume_remote_fuel ( int  amount)

Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful).

Definition at line 1406 of file bionics.cpp.

1407{
1408 int unconsumed_amount = amount;
1409 const std::vector<item *> cables = items_with( []( const item & it ) {
1410 return it.active && it.has_flag( flag_CABLE_SPOOL );
1411 } );
1412
1413 map &here = get_map();
1414 for( const item *cable : cables ) {
1415 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1416 if( target ) {
1417 const optional_vpart_position vp = here.veh_at( *target );
1418 if( !vp ) {
1419 continue;
1420 }
1421 unconsumed_amount = vp->vehicle().discharge_battery( amount );
1422 }
1423 }
1424
1425 if( unconsumed_amount > 0 ) {
1426 static const item_filter used_ups = [&]( const item & itm ) {
1427 return itm.get_var( "cable" ) == "plugged_in";
1428 };
1429 if( has_charges( itype_UPS_off, unconsumed_amount, used_ups ) ) {
1430 use_charges( itype_UPS_off, unconsumed_amount, used_ups );
1431 unconsumed_amount -= 1;
1432 } else if( has_charges( itype_adv_UPS_off, unconsumed_amount, used_ups ) ) {
1433 use_charges( itype_adv_UPS_off, roll_remainder( unconsumed_amount * 0.6 ), used_ups );
1434 unconsumed_amount -= 1;
1435 }
1436 }
1437
1438 return unconsumed_amount;
1439}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS_off("UPS_off")
std::function< bool(const item &)> item_filter
Definition: game.h:119

References item::active, flag_CABLE_SPOOL(), get_map(), has_charges(), item::has_flag(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, pos(), roll_remainder(), and use_charges().

Referenced by burn_fuel().

◆ cough()

void Character::cough ( bool  harmful = false,
int  loudness = 4 
)

Definition at line 7560 of file character.cpp.

7561{
7563 return;
7564 }
7565
7566 if( harmful ) {
7567 const int stam = get_stamina();
7568 const int malus = get_stamina_max() * 0.05; // 5% max stamina
7569 mod_stamina( -malus );
7570 if( stam < malus && x_in_y( malus - stam, malus ) && one_in( 6 ) ) {
7571 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
7572 }
7573 }
7574
7575 if( !is_npc() ) {
7576 add_msg( m_bad, _( "You cough heavily." ) );
7577 }
7578 sounds::sound( pos(), loudness, sounds::sound_t::speech, _( "a hacking cough." ), false, "misc",
7579 "cough" );
7580
7581 moves -= 80;
7582
7583 add_effect( effect_recently_coughed, 5_minutes );
7584}
static const efftype_id effect_cough_suppress("cough_suppress")
static const efftype_id effect_recently_coughed("recently_coughed")

References _, Creature::add_effect(), add_msg(), apply_damage(), effect_cough_suppress, effect_recently_coughed, get_stamina(), get_stamina_max(), Creature::has_effect(), Creature::is_npc(), m_bad, mod_stamina(), Creature::moves, one_in(), pos(), sounds::sound(), sounds::speech, and x_in_y().

Referenced by eff_fun_fungus(), and process_one_effect().

◆ covered_with_flag()

bool Character::covered_with_flag ( const std::string &  flag,
const body_part_set parts 
) const

Definition at line 8882 of file character.cpp.

8883{
8884 if( parts.none() ) {
8885 return true;
8886 }
8887
8888 body_part_set to_cover( parts );
8889
8890 for( const auto &elem : worn ) {
8891 if( !elem.has_flag( flag ) ) {
8892 continue;
8893 }
8894
8895 to_cover &= ~elem.get_covered_body_parts();
8896
8897 if( to_cover.none() ) {
8898 return true; // Allows early exit.
8899 }
8900 }
8901
8902 return to_cover.none();
8903}
bool none() const
Definition: bodypart.h:249

References body_part_set::none(), and worn.

Referenced by is_waterproof().

◆ crafting_inventory() [1/2]

const inventory & Character::crafting_inventory ( bool  clear_path)

◆ crafting_inventory() [2/2]

const inventory & Character::crafting_inventory ( const tripoint src_pos = tripoint_zero,
int  radius = PICKUP_RANGE,
bool  clear_path = true 
)

Definition at line 558 of file crafting.cpp.

560{
561 tripoint inv_pos = src_pos;
562 if( src_pos == tripoint_zero ) {
563 inv_pos = pos();
564 }
565 if( cached_moves == moves
567 && cached_position == inv_pos ) {
569 }
570 cached_crafting_inventory.form_from_map( inv_pos, radius, this, false, clear_path );
574 for( const bionic &bio : *my_bionics ) {
575 const bionic_data &bio_data = bio.info();
576 if( ( !bio_data.activated || bio.powered ) &&
577 !bio_data.fake_item.is_empty() ) {
578 cached_crafting_inventory += item( bio.info().fake_item,
580 }
581 }
582 if( has_trait( trait_BURROW ) ) {
585 }
586
589 cached_position = inv_pos;
590 // cache the qualities of the items in cached_crafting_inventory
593}
tripoint cached_position
Definition: character.h:2228
int cached_moves
Definition: character.h:2227
inventory cached_crafting_inventory
Definition: character.h:2229
void form_from_map(const tripoint &origin, int range, const Character *pl=nullptr, bool assign_invlet=true, bool clear_path=true)
Definition: inventory.cpp:473
void update_quality_cache()
Definition: inventory.cpp:1117
static const trait_id trait_BURROW("BURROW")
bool activated
Is true if a bionic is an active instead of a passive bionic.
Definition: bionics.h:49

References bionic_data::activated, cached_crafting_inventory, cached_moves, cached_position, cached_time, bionic_data::fake_item, inventory::form_from_map(), get_power_level(), has_trait(), inv, string_id< T >::is_empty(), Creature::moves, my_bionics, pos(), units::to_kilojoule(), trait_BURROW, tripoint_zero, calendar::turn, inventory::update_quality_cache(), weapon, and worn.

◆ crit_chance()

double Character::crit_chance ( float  roll_hit,
float  target_dodge,
const item weap 
) const

Returns the chance to critical given a hit roll and target's dodge roll.

Unarmed increases critical chance with UNARMED_WEAPON Dexterity increases chance for critical hits Perception increases chance for critical hits Bashing increases critical chance with bashing weapons Cutting increases critical chance with cutting weapons Stabbing increases critical chance with piercing weapons Unarmed increases critical chance with unarmed weapons Melee slightly increases critical chance with any item

Definition at line 736 of file melee.cpp.

737{
738 // Weapon to-hit roll
739 double weapon_crit_chance = 0.5;
740 if( weap.is_unarmed_weapon() ) {
741 // Unarmed attack: 1/2 of unarmed skill is to-hit
742 /** @EFFECT_UNARMED increases critical chance with UNARMED_WEAPON */
743 weapon_crit_chance = 0.5 + 0.05 * get_skill_level( skill_unarmed );
744 }
745
746 if( weap.type->m_to_hit > 0 ) {
747 weapon_crit_chance = std::max( weapon_crit_chance, 0.5 + 0.1 * weap.type->m_to_hit );
748 } else if( weap.type->m_to_hit < 0 ) {
749 weapon_crit_chance += 0.1 * weap.type->m_to_hit;
750 }
751 weapon_crit_chance = limit_probability( weapon_crit_chance );
752
753 // Dexterity and perception
754 /** @EFFECT_DEX increases chance for critical hits */
755
756 /** @EFFECT_PER increases chance for critical hits */
757 const double stat_crit_chance = limit_probability( 0.25 + 0.01 * dex_cur + ( 0.02 * per_cur ) );
758
759 /** @EFFECT_BASHING increases critical chance with bashing weapons */
760 /** @EFFECT_CUTTING increases critical chance with cutting weapons */
761 /** @EFFECT_STABBING increases critical chance with piercing weapons */
762 /** @EFFECT_UNARMED increases critical chance with unarmed weapons */
763 int sk = get_skill_level( weap.melee_skill() );
764 if( has_active_bionic( bio_cqb ) ) {
765 sk = std::max( sk, BIO_CQB_LEVEL );
766 }
767
768 /** @EFFECT_MELEE slightly increases critical chance with any item */
769 sk += get_skill_level( skill_melee ) / 2.5;
770
771 const double skill_crit_chance = limit_probability( 0.25 + sk * 0.025 );
772
773 // Examples (survivor stats/chances of each critical):
774 // Fresh (skill-less) 8/8/8/8, unarmed:
775 // 50%, 49%, 25%; ~1/16 guaranteed critical + ~1/8 if roll>dodge*1.5
776 // Expert (skills 10) 10/10/10/10, unarmed:
777 // 100%, 55%, 60%; ~1/3 guaranteed critical + ~4/10 if roll>dodge*1.5
778 // Godlike with combat CBM 20/20/20/20, pipe (+1 accuracy):
779 // 60%, 100%, 42%; ~1/4 guaranteed critical + ~3/8 if roll>dodge*1.5
780
781 // Note: the formulas below are only valid if none of the 3 critical chance values go above 1.0
782 // It is therefore important to limit them to between 0.0 and 1.0
783
784 // Chance to get all 3 criticals (a guaranteed critical regardless of hit/dodge)
785 const double chance_triple = weapon_crit_chance * stat_crit_chance * skill_crit_chance;
786 // Only check double critical (one that requires hit/dodge comparison) if we have good
787 // hit vs dodge
788 if( roll_hit > target_dodge * 3 / 2 ) {
789 const double chance_double = 0.5 * (
790 weapon_crit_chance * stat_crit_chance +
791 stat_crit_chance * skill_crit_chance +
792 weapon_crit_chance * skill_crit_chance -
793 ( 3 * chance_triple ) );
794 // Because chance_double already removed the triples with -( 3 * chance_triple ),
795 // chance_triple and chance_double are mutually exclusive probabilities and can just
796 // be added together.
798 melee::melee_stats.double_crit_chance += chance_double + chance_triple;
799 return chance_triple + chance_double;
800 }
802 melee::melee_stats.crit_chance += chance_triple;
803 return chance_triple;
804}
bool is_unarmed_weapon() const
Definition: item.cpp:738
skill_id melee_skill() const
The most relevant skill used with this melee weapon.
Definition: item.cpp:7082
double limit_probability(double unbounded_probability)
Limits a probability to be between 0.0 and 1.0.
Definition: melee.cpp:731
melee_statistic_data melee_stats
Definition: melee.cpp:2449
int m_to_hit
Definition: itype.h:1000
double crit_chance
Definition: melee.h:15
int double_crit_count
Definition: melee.h:11
double double_crit_chance
Definition: melee.h:14

References bio_cqb, BIO_CQB_LEVEL, melee_statistic_data::crit_chance, melee_statistic_data::crit_count, dex_cur, melee_statistic_data::double_crit_chance, melee_statistic_data::double_crit_count, get_skill_level(), has_active_bionic(), item::is_unarmed_weapon(), limit_probability(), itype::m_to_hit, item::melee_skill(), melee::melee_stats, per_cur, skill_melee, skill_unarmed, and item::type.

Referenced by item::combat_info(), item::effective_dps(), and scored_crit().

◆ crossed_threshold()

bool Character::crossed_threshold ( ) const

Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold.

Definition at line 8626 of file character.cpp.

8627{
8628 for( const trait_id &mut : get_mutations() ) {
8629 if( mut->threshold ) {
8630 return true;
8631 }
8632 }
8633 return false;
8634}

References get_mutations(), and mutation_branch::threshold.

Referenced by character_display::disp_info(), draw_tip(), hardcoded_effects(), marloss_common(), modify_morale(), conditional_t< T >::set_has_trait_flag(), and test_crossing_threshold().

◆ deactivate_bionic()

bool Character::deactivate_bionic ( bionic bio,
bool  eff_only = false 
)

Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.

Definition at line 1064 of file bionics.cpp.

1065{
1066 if( bio.incapacitated_time > 0_turns ) {
1067 add_msg_if_player( m_info, _( "Your %s is shorting out and can't be deactivated." ),
1068 bio.info().name );
1069 return false;
1070 }
1071
1072 if( bio.info().is_remote_fueled ) {
1074 }
1075
1076 // Just do the effect, no stat changing or messages
1077 if( !eff_only ) {
1078 if( !bio.powered ) {
1079 // It's already off!
1080 return false;
1081 }
1082 if( !bio.info().has_flag( flag_BIONIC_TOGGLED ) ) {
1083 // It's a fire-and-forget bionic, we can't turn it off but have to wait for
1084 //it to run out of charge
1085 add_msg_if_player( m_info, _( "You can't deactivate your %s manually!" ),
1086 bio.info().name );
1087 return false;
1088 }
1089 if( get_power_level() < bio.info().power_deactivate ) {
1090 add_msg_if_player( m_info, _( "You don't have the power to deactivate your %s." ),
1091 bio.info().name );
1092 return false;
1093 }
1094
1095 //We can actually deactivate now, do deactivation-y things
1097 bio.powered = false;
1098 add_msg_if_player( m_neutral, _( "You deactivate your %s." ), bio.info().name );
1099 }
1100
1101 // Deactivation effects go here
1102 if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
1103 if( weapon.typeId() == bio.info().fake_item ) {
1104 add_msg_if_player( _( "You withdraw your %s." ), weapon.tname() );
1105 if( g->u.sees( pos() ) ) {
1106 add_msg_if_npc( m_info, _( "<npcname> withdraws %s %s." ), disp_name( true ),
1107 weapon.tname() );
1108 }
1109 bio.ammo_loaded =
1110 weapon.ammo_data() != nullptr ? weapon.ammo_data()->get_id() : itype_id::NULL_ID();
1111 bio.ammo_count = static_cast<unsigned int>( weapon.ammo_remaining() );
1112 weapon = item();
1114 }
1115 } else if( bio.id == bio_cqb ) {
1116 martial_arts_data->selected_style_check();
1117 } else if( bio.id == bio_remote ) {
1118 if( g->remoteveh() != nullptr && !has_active_item( itype_remotevehcontrol ) ) {
1119 g->setremoteveh( nullptr );
1120 } else if( !get_value( "remote_controlling" ).empty() &&
1122 set_value( "remote_controlling", "" );
1123 }
1124 } else if( bio.id == bio_tools ) {
1126 } else if( bio.id == bio_ads ) {
1128 bio.energy_stored = 0_kJ;
1129 }
1130
1131 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1133 reset();
1134 if( !bio.id->enchantments.empty() ) {
1136 }
1137
1138 // Also reset crafting inventory cache if this bionic spawned a fake item
1139 if( !bio.info().fake_item.is_empty() ) {
1141 }
1142
1143 // Compatibility with old saves without the toolset hammerspace
1144 if( !eff_only && bio.id == bio_tools && !has_bionic( bionic_TOOLS_EXTEND ) ) {
1145 // E X T E N D T O O L S
1147 }
1148
1149 return true;
1150}
static const bionic_id bio_ads("bio_ads")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const bionic_id bionic_TOOLS_EXTEND("bio_tools_extend")
static const itype_id itype_radiocontrol("radiocontrol")
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2613
void reset_remote_fuel()
Definition: bionics.cpp:1441
virtual void add_msg_if_npc(const std::string &) const
Definition: creature.h:635
const itype * ammo_data() const
Specific ammo data, returns nullptr if item is neither ammo nor loaded with any.
Definition: item.cpp:7412
static const string_id< itype > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
units::energy power_deactivate
Power cost on deactivation.
Definition: bionics.h:39

References _, add_bionic(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), bionic::ammo_count, item::ammo_data(), bionic::ammo_loaded, item::ammo_remaining(), bio_ads, bio_cqb, bio_remote, bio_tools, bionic_TOOLS_EXTEND, disp_name(), bionic_data::enchantments, bionic::energy_stored, bionic_data::fake_item, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, g, itype::get_id(), get_power_level(), Creature::get_value(), has_active_item(), has_bionic(), bionic_data::has_flag(), bionic::id, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, itype_radiocontrol, itype_remotevehcontrol, m_info, m_neutral, martial_arts_data, mod_power_level(), bionic_data::name, string_id< itype >::NULL_ID(), pos(), bionic_data::power_deactivate, bionic::powered, recalculate_enchantment_cache(), reset(), reset_encumbrance(), reset_remote_fuel(), Creature::set_value(), item::tname(), item::typeId(), and weapon.

Referenced by absorb_hit(), burn_fuel(), npc::deactivate_bionic_by_id(), process_bionic(), show_bionics_ui(), and uninstall_bionic().

◆ deactivate_mutation()

void Character::deactivate_mutation ( const trait_id mut)

Definition at line 610 of file mutation.cpp.

611{
612 my_mutations[mut].powered = false;
613
614 // Handle stat changes from deactivation
615 apply_mods( mut, false );
617 const mutation_branch &mdata = mut.obj();
618 if( mdata.transform ) {
619 const cata::value_ptr<mut_transform> trans = mdata.transform;
620 mod_moves( -trans->moves );
621 switch_mutations( mut, trans->target, trans->active );
622 }
623
624 if( !mut->enchantments.empty() ) {
626 }
627}
void apply_mods(const trait_id &mut, bool add_remove)
Applies stat mods to character.
Definition: mutation.cpp:206
std::vector< enchantment_id > enchantments
mutation enchantments
Definition: mutation.h:236

References apply_mods(), mutation_branch::enchantments, Creature::mod_moves(), my_mutations, string_id< T >::obj(), recalc_sight_limits(), recalculate_enchantment_cache(), switch_mutations(), and mutation_branch::transform.

Referenced by show_mutations_ui(), and detail::show_mutations_ui_internal().

◆ deal_damage()

dealt_damage_instance Character::deal_damage ( Creature source,
bodypart_id  bp,
const damage_instance d 
)
overridevirtual

Calls Creature::deal_damage and handles damaged effects (waking up, etc.)

Dexterity increases chance to avoid being grabbed

Reimplemented from Creature.

Definition at line 8373 of file character.cpp.

8375{
8376 if( has_trait( trait_DEBUG_NODMG ) ) {
8377 return dealt_damage_instance();
8378 }
8379
8380 const body_part bp_token = bp->token;
8381 if( bp_token == num_bp ) {
8382 debugmsg( "Wacky bodypart hit!" );
8383 return dealt_damage_instance();
8384 }
8385
8386 //damage applied here
8387 dealt_damage_instance dealt_dams = Creature::deal_damage( source, bp, d );
8388 //block reduction should be by applied this point
8389 int dam = dealt_dams.total_damage();
8390
8391 // TODO: Pre or post blit hit tile onto "this"'s location here
8392 if( dam > 0 && g->u.sees( pos() ) ) {
8393 g->draw_hit_player( *this, dam );
8394
8395 if( is_player() && source ) {
8396 //monster hits player melee
8397 SCT.add( point( posx(), posy() ),
8398 direction_from( point_zero, point( posx() - source->posx(), posy() - source->posy() ) ),
8399 get_hp_bar( dam, get_hp_max( bp ) ).first, m_bad, body_part_name( bp ), m_neutral );
8400 }
8401 }
8402
8403 // handle snake artifacts
8404 if( has_artifact_with( AEP_SNAKES ) && dam >= 6 ) {
8405 const int snakes = dam / 6;
8406 int spawned = 0;
8407 for( int i = 0; i < snakes; i++ ) {
8408 if( monster *const snake = g->place_critter_around( mon_shadow_snake, pos(), 1 ) ) {
8409 snake->friendly = -1;
8410 spawned++;
8411 }
8412 }
8413 if( spawned == 1 ) {
8414 add_msg( m_warning, _( "A snake sprouts from your body!" ) );
8415 } else if( spawned >= 2 ) {
8416 add_msg( m_warning, _( "Some snakes sprout from your body!" ) );
8417 }
8418 }
8419
8420 // And slimespawners too
8421 if( ( has_trait( trait_SLIMESPAWNER ) ) && ( dam >= 10 ) && one_in( 20 - dam ) ) {
8422 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
8423 slime->friendly = -1;
8424 add_msg_if_player( m_warning, _( "Slime is torn from you, and moves on its own!" ) );
8425 }
8426 }
8427
8428 //Acid blood effects.
8429 bool u_see = g->u.sees( *this );
8430 int cut_dam = dealt_dams.type_damage( DT_CUT );
8431 if( source && has_trait( trait_ACIDBLOOD ) && !one_in( 3 ) &&
8432 ( dam >= 4 || cut_dam > 0 ) && ( rl_dist( g->u.pos(), source->pos() ) <= 1 ) ) {
8433 if( is_player() ) {
8434 add_msg( m_good, _( "Your acidic blood splashes %s in mid-attack!" ),
8435 source->disp_name() );
8436 } else if( u_see ) {
8437 add_msg( _( "%1$s's acidic blood splashes on %2$s in mid-attack!" ),
8438 disp_name(), source->disp_name() );
8439 }
8440 damage_instance acidblood_damage;
8441 acidblood_damage.add_damage( DT_ACID, rng( 4, 16 ) );
8442 if( !one_in( 4 ) ) {
8443 source->deal_damage( this, bodypart_id( "arm_l" ), acidblood_damage );
8444 source->deal_damage( this, bodypart_id( "arm_r" ), acidblood_damage );
8445 } else {
8446 source->deal_damage( this, bodypart_id( "torso" ), acidblood_damage );
8447 source->deal_damage( this, bodypart_id( "head" ), acidblood_damage );
8448 }
8449 }
8450
8451 int recoil_mul = 100;
8452
8453 if( bp == bodypart_id( "eyes" ) ) {
8454 if( dam > 5 || cut_dam > 0 ) {
8455 const time_duration minblind = std::max( 1_turns, 1_turns * ( dam + cut_dam ) / 10 );
8456 const time_duration maxblind = std::min( 5_turns, 1_turns * ( dam + cut_dam ) / 4 );
8457 add_effect( effect_blind, rng( minblind, maxblind ) );
8458 }
8459 } else if( bp == bodypart_id( "hand_l" ) || bp == bodypart_id( "arm_l" ) ||
8460 bp == bodypart_id( "hand_r" ) || bp == bodypart_id( "arm_r" ) ) {
8461 recoil_mul = 200;
8462 } else if( bp == bodypart_id( "num_bp" ) ) {
8463 debugmsg( "Wacky body part hit!" );
8464 }
8465
8466
8467
8468 // TODO: Scale with damage in a way that makes sense for power armors, plate armor and naked skin.
8469 recoil += recoil_mul * weapon.volume() / 250_ml;
8470 recoil = std::min( MAX_RECOIL, recoil );
8471 //looks like this should be based off of dealt damages, not d as d has no damage reduction applied.
8472 // Skip all this if the damage isn't from a creature. e.g. an explosion.
8473 if( source != nullptr ) {
8474 if( source->has_flag( MF_GRABS ) && !source->is_hallucination() &&
8475 !source->has_effect( effect_grabbing ) ) {
8476 /** @EFFECT_DEX increases chance to avoid being grabbed */
8477
8478 if( has_grab_break_tec() && ( rng( 0, get_dex() ) > rng( 0, 10 ) ) ) {
8479 if( has_effect( effect_grabbed ) ) {
8480 add_msg_if_player( m_warning, _( "The %s tries to grab you as well, but you bat it away!" ),
8481 source->disp_name() );
8482 } else {
8483 add_msg_player_or_npc( m_info, _( "The %s tries to grab you, but you break its grab!" ),
8484 _( "The %s tries to grab <npcname>, but they break its grab!" ),
8485 source->disp_name() );
8486 }
8487 } else {
8488 int prev_effect = get_effect_int( effect_grabbed );
8489 add_effect( effect_grabbed, 2_turns, bp_torso, prev_effect + 2 );
8490 source->add_effect( effect_grabbing, 2_turns );
8491 add_msg_player_or_npc( m_bad, _( "You are grabbed by %s!" ), _( "<npcname> is grabbed by %s!" ),
8492 source->disp_name() );
8493 }
8494 }
8495 }
8496
8497 if( get_option<bool>( "FILTHY_WOUNDS" ) ) {
8498 int sum_cover = 0;
8499 for( const item &i : worn ) {
8500 if( i.covers( bp->token ) && i.is_filthy() ) {
8501 sum_cover += i.get_coverage();
8502 }
8503 }
8504
8505 // Chance of infection is damage (with cut and stab x4) * sum of coverage on affected body part, in percent.
8506 // i.e. if the body part has a sum of 100 coverage from filthy clothing,
8507 // each point of damage has a 1% change of causing infection.
8508 if( sum_cover > 0 ) {
8509 const int cut_type_dam = dealt_dams.type_damage( DT_CUT ) + dealt_dams.type_damage( DT_STAB );
8510 const int combined_dam = dealt_dams.type_damage( DT_BASH ) + ( cut_type_dam * 4 );
8511 const int infection_chance = ( combined_dam * sum_cover ) / 100;
8512 if( x_in_y( infection_chance, 100 ) ) {
8513 if( has_effect( effect_bite, bp->token ) ) {
8514 add_effect( effect_bite, 40_minutes, bp->token );
8515 } else if( has_effect( effect_infected, bp->token ) ) {
8516 add_effect( effect_infected, 25_minutes, bp->token );
8517 } else {
8518 add_effect( effect_bite, 1_turns, bp->token );
8519 }
8520 add_msg_if_player( _( "Filth from your clothing has implanted deep in the wound." ) );
8521 }
8522 }
8523 }
8524
8525 on_hurt( source );
8526 return dealt_dams;
8527}
static const efftype_id effect_blind("blind")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const efftype_id effect_grabbing("grabbing")
static const mtype_id mon_shadow_snake("mon_shadow_snake")
static const efftype_id effect_grabbed("grabbed")
bool has_grab_break_tec() const override
Returns true if the player has a grab breaking technique available.
virtual int posy() const =0
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
virtual const tripoint & pos() const =0
virtual dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &dam)
Deals the damage via an attack.
Definition: creature.cpp:884
virtual bool has_flag(const m_flag) const
Definition: creature.h:483
virtual int get_hp_max() const
Definition: creature.cpp:1674
virtual int posx() const =0
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
@ AEP_SNAKES
Definition: enums.h:109
@ MF_GRABS
Definition: mtype.h:76
bool snake(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:1428
static constexpr point point_zero
Definition: point.h:274
void add_damage(damage_type dt, float amt, float arpen=0.0f, float arpen_mult=1.0f, float dmg_mult=1.0f)
Adds damage to the instance.
Definition: damage.cpp:41
int type_damage(damage_type dt) const
Definition: damage.cpp:172
int total_damage() const
Definition: damage.cpp:180

References _, scrollingcombattext::add(), damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SNAKES, body_part_name(), bp_torso, Creature::deal_damage(), debugmsg, direction_from(), Creature::disp_name(), disp_name(), DT_ACID, DT_BASH, DT_CUT, DT_STAB, effect_bite, effect_blind, effect_grabbed, effect_grabbing, effect_infected, g, get_dex(), Creature::get_effect_int(), get_hp_bar(), Creature::get_hp_max(), has_artifact_with(), Creature::has_effect(), Creature::has_flag(), has_grab_break_tec(), has_trait(), Creature::is_hallucination(), Creature::is_player(), m_bad, m_good, m_info, m_neutral, m_warning, MAX_RECOIL, MF_GRABS, mon_player_blob, mon_shadow_snake, num_bp, on_hurt(), one_in(), point_zero, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), recoil, rl_dist(), rng(), SCT, trapfunc::snake(), dealt_damage_instance::total_damage(), trait_ACIDBLOOD, trait_DEBUG_NODMG, trait_SLIMESPAWNER, dealt_damage_instance::type_damage(), item::volume(), weapon, worn, and x_in_y().

Referenced by mattack::bio_op_impale(), mattack::bio_op_takedown(), map::burn_body_part(), map::crush(), trapfunc::dissector(), explosion_handler::do_blast(), map::drop_furniture(), eff_fun_onfire(), forced_dismount(), trapfunc::goo(), hitall(), player::knock_back_to(), game::knockback(), trapfunc::lava(), melee_special_effects(), petfood(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), map::player_in_field(), smash(), trapfunc::snare_heavy(), and mattack::thrown_by_judo().

◆ defer_move()

bool Character::defer_move ( const tripoint next)

Definition at line 10470 of file character.cpp.

10471{
10472 // next must be adjacent to current pos
10473 if( square_dist( next, pos() ) != 1 ) {
10474 return false;
10475 }
10476 // next must be adjacent to subsequent move in any preexisting automove route
10477 if( has_destination() && square_dist( auto_move_route.front(), next ) != 1 ) {
10478 return false;
10479 }
10480 auto_move_route.insert( auto_move_route.begin(), next );
10482 return true;
10483}
bool has_destination() const
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505

References auto_move_route, has_destination(), next_expected_position, pos(), and square_dist().

Referenced by avatar_action::move().

◆ did_hit()

void Character::did_hit ( Creature target)

Definition at line 8297 of file character.cpp.

8298{
8299 enchantment_cache->cast_hit_you( *this, target );
8300}

References enchantment_cache.

Referenced by melee_attack().

◆ die()

void Character::die ( Creature killer)
overridevirtual

Empty function.

Should always be overwritten by the appropriate player/NPC/monster version.

Implements Creature.

Reimplemented in npc.

Definition at line 3539 of file character.cpp.

3540{
3541 g->set_critter_died();
3542 set_killer( nkiller );
3544 if( has_effect( effect_lightsnare ) ) {
3547 }
3548 if( has_effect( effect_heavysnare ) ) {
3551 }
3552 if( has_effect( effect_beartrap ) ) {
3554 }
3556}
static const itype_id itype_string_36("string_36")
static const efftype_id effect_lightsnare("lightsnare")
static const itype_id itype_snare_trigger("snare_trigger")
static const itype_id itype_beartrap("beartrap")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_heavysnare("heavysnare")
static const itype_id itype_rope_6("rope_6")
void set_time_died(const time_point &time)
set the turn the turn the character died if not already done
Definition: character.h:1444
static void on_creature_death(Creature &poor_dead_dude)
various callbacks from events that may affect all missions
Definition: mission.cpp:132

References inventory::add_item(), effect_beartrap, effect_heavysnare, effect_lightsnare, g, Creature::has_effect(), inv, itype_beartrap, itype_rope_6, itype_snare_trigger, itype_string_36, mission::on_creature_death(), Creature::set_killer(), set_time_died(), calendar::start_of_cataclysm, and calendar::turn.

Referenced by debug_menu::debug(), and npc::die().

◆ dismount()

void Character::dismount ( )

Definition at line 1302 of file character.cpp.

1303{
1304 if( !is_mounted() ) {
1305 add_msg( m_debug, "dismount called when not riding" );
1306 return;
1307 }
1308 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Dismount where?" ) ) ) {
1309 if( !g->is_empty( *pnt ) ) {
1310 add_msg( m_warning, _( "You cannot dismount there!" ) );
1311 return;
1312 }
1314 monster *critter = mounted_creature.get();
1315 critter->mounted_player_id = character_id();
1316 if( critter->has_flag( MF_RIDEABLE_MECH ) && !critter->type->mech_weapon.is_empty() &&
1317 weapon.typeId() == critter->type->mech_weapon ) {
1319 }
1320 if( is_avatar() && g->u.get_grab_type() != OBJECT_NONE ) {
1321 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1322 g->u.grab( OBJECT_NONE );
1323 }
1324 critter->remove_effect( effect_ridden );
1325 critter->add_effect( effect_ai_waiting, 5_turns );
1326 mounted_creature = nullptr;
1327 critter->mounted_player = nullptr;
1328 setpos( *pnt );
1329 mod_moves( -100 );
1331 }
1332}
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_riding("riding")
static const efftype_id effect_ridden("ridden")
void setpos(const tripoint &p) override
Definition: character.h:831
virtual void set_movement_mode(character_movemode mode)=0
virtual bool is_avatar() const
Definition: creature.h:95
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1831
Character * mounted_player
Definition: monster.h:460
const mtype * type
Definition: monster.h:480
character_id mounted_player_id
Definition: monster.h:461
item remove_item(item &it)
Removes and returns the item which must be contained by this instance.
Definition: visitable.cpp:563
@ OBJECT_NONE
Definition: enums.h:187
itype_id mech_weapon
If this monster is a rideable mech with built-in weapons, this is the weapons id.
Definition: mtype.h:368

References _, monster::add_effect(), add_msg(), character_id, choose_adjacent(), CMM_WALK, effect_ai_waiting, effect_ridden, effect_riding, g, monster::has_flag(), Creature::is_avatar(), string_id< T >::is_empty(), is_mounted(), m_debug, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player, monster::mounted_player_id, OBJECT_NONE, Creature::remove_effect(), visitable< Character >::remove_item(), set_movement_mode(), setpos(), monster::type, item::typeId(), and weapon.

Referenced by game::handle_action().

◆ disp_name()

std::string Character::disp_name ( bool  possessive = false,
bool  capitalize_first = false 
) const
overridevirtual

Returns either "you" or the player's name.

capitalize_first assumes that the character's name is already upper case and uses it only for possessive "your" and "you"

Implements Creature.

Definition at line 553 of file character.cpp.

554{
555 if( !possessive ) {
556 if( is_player() ) {
557 return capitalize_first ? _( "You" ) : _( "you" );
558 }
559 return name;
560 } else {
561 if( is_player() ) {
562 return capitalize_first ? _( "Your" ) : _( "your" );
563 }
564 return string_format( _( "%s's" ), name );
565 }
566}

References _, Creature::is_player(), name, and string_format().

Referenced by activity_on_turn_move_loot(), add_addiction(), iuse::artifact(), talk_function::assign_camp(), iexamine::autodoc(), best_installer(), bionics_install_failure(), activity_handlers::build_do_turn(), can_uninstall_bionic(), npc::character_danger(), game::chat(), check_and_recover_morale(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), complete_construction(), deactivate_bionic(), deal_damage(), faction_manager::display(), npc::do_npc_read(), npc::do_player_activity(), avatar::do_read(), npc::execute_action(), fetch_activity(), npc::finish_read(), talk_function::goto_location(), npc::handle_sound(), npc::heal_player(), npc::heal_self(), install_bionics(), game::list_missions(), npc::method_of_attack(), talk_function::morale_chat(), talk_function::morale_chat_activity(), npc::mutiny(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_operate(), monster::nursebot_operate(), player::on_hit(), npc::on_load(), npc::pretend_fire(), npc::pretend_heal(), monster::print_info(), npc::reach_omt_destination(), avatar::read(), game_menus::inv::read(), requirements_map(), talk_effect_fun_t::set_consume_item(), npc::set_fac(), npc::set_known_to_u(), talk_function::start_camp(), player::uncanny_dodge(), uninstall_bionic(), trading_window::update_win(), musical_instrument_actor::use(), heal_actor::use_healing_item(), and npc::use_painkiller().

◆ dispose_item()

bool Character::dispose_item ( item_location &&  obj,
const std::string &  prompt = std::string() 
)
virtual

Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.

Parameters
objitem to dispose of
promptoptional message to display in any menu
Returns
whether the item was successfully disposed of

Reimplemented in npc.

Definition at line 7278 of file character.cpp.

7279{
7280 uilist menu;
7281 menu.text = prompt.empty() ? string_format( _( "Dispose of %s" ), obj->tname() ) : prompt;
7282
7283 using dispose_option = struct {
7284 std::string prompt;
7285 bool enabled;
7286 char invlet;
7287 int moves;
7288 std::function<bool()> action;
7289 };
7290
7291 std::vector<dispose_option> opts;
7292
7293 const bool bucket = obj->is_bucket_nonempty();
7294
7295 opts.emplace_back( dispose_option{
7296 bucket ? _( "Spill contents and store in inventory" ) : _( "Store in inventory" ),
7297 volume_carried() + obj->volume() <= volume_capacity(), '1',
7298 item_handling_cost( *obj ),
7299 [this, bucket, &obj] {
7300 if( bucket && !obj->spill_contents( *this ) )
7301 {
7302 return false;
7303 }
7304
7305 moves -= item_handling_cost( *obj );
7306 inv.add_item_keep_invlet( *obj );
7307 inv.unsort();
7308 obj.remove_item();
7309 return true;
7310 }
7311 } );
7312
7313 opts.emplace_back( dispose_option{
7314 _( "Drop item" ), true, '2', 0, [this, &obj] {
7316 obj.remove_item();
7317 return true;
7318 }
7319 } );
7320
7321 opts.emplace_back( dispose_option{
7322 bucket ? _( "Spill contents and wear item" ) : _( "Wear item" ),
7323 can_wear( *obj ).success(), '3', item_wear_cost( *obj ),
7324 [this, bucket, &obj] {
7325 if( bucket && !obj->spill_contents( *this ) )
7326 {
7327 return false;
7328 }
7329
7330 item it = *obj;
7331 obj.remove_item();
7332 return !!wear_item( it );
7333 }
7334 } );
7335
7336 for( auto &e : worn ) {
7337 if( e.can_holster( *obj ) ) {
7338 auto ptr = dynamic_cast<const holster_actor *>( e.type->get_use( "holster" )->get_actor_ptr() );
7339 opts.emplace_back( dispose_option{
7340 string_format( _( "Store in %s" ), e.tname() ), true, e.invlet,
7341 item_store_cost( *obj, e, false, ptr->draw_cost ),
7342 [this, ptr, &e, &obj] {
7343 return ptr->store( *this->as_player(), e, *obj );
7344 }
7345 } );
7346 }
7347 }
7348
7349 int w = utf8_width( menu.text, true ) + 4;
7350 for( const auto &e : opts ) {
7351 w = std::max( w, utf8_width( e.prompt, true ) + 4 );
7352 }
7353 for( auto &e : opts ) {
7354 e.prompt += std::string( w - utf8_width( e.prompt, true ), ' ' );
7355 }
7356
7357 menu.text.insert( 0, 2, ' ' ); // add space for UI hotkeys
7358 menu.text += std::string( w + 2 - utf8_width( menu.text, true ), ' ' );
7359 menu.text += _( " | Moves " );
7360
7361 for( const auto &e : opts ) {
7362 menu.addentry( -1, e.enabled, e.invlet, string_format( e.enabled ? "%s | %-7d" : "%s |",
7363 e.prompt, e.moves ) );
7364 }
7365
7366 menu.query();
7367 if( menu.ret >= 0 ) {
7368 return opts[menu.ret].action();
7369 }
7370 return false;
7371}
cata::optional< std::list< item >::iterator > wear_item(const item &to_wear, bool interactive=true)
Wear item; returns nullopt on fail, or pointer to newly worn item on success.
Definition: character.cpp:2233
int item_handling_cost(const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when handling (e.g.
Definition: character.cpp:7485
int item_wear_cost(const item &it) const
Calculate (but do not deduct) the number of moves required to wear an item.
Definition: character.cpp:7524
int item_store_cost(const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when storing an item in a container.
Definition: character.cpp:7509
ret_val< bool > can_wear(const item &it, bool with_equip_change=false) const
Check character capable of wearing an item.
Definition: character.cpp:2999
Holster a weapon.
Definition: iuse_actor.h:843
void unsort()
Definition: inventory.cpp:227
void add_item_keep_invlet(item newit)
Definition: inventory.cpp:385
void remove_item()
Removes the selected item from the game.
bool spill_contents(Character &c)
Unloads the item's contents.
Definition: item.cpp:6933
bool is_bucket_nonempty() const
Definition: item.cpp:6630
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
@ prompt
Definition: pickup.h:30

References _, action, inventory::add_item_keep_invlet(), uilist::addentry(), Creature::as_player(), can_wear(), deliberate, enabled, inv, item_handling_cost(), item_store_cost(), item_wear_cost(), Creature::moves, pickup::prompt, ptr(), put_into_vehicle_or_drop(), uilist::query(), visitable< T >::remove_item(), uilist::ret, string_format(), uilist::text, inventory::unsort(), utf8_width(), volume_capacity(), volume_carried(), wear_item(), and worn.

Referenced by activate_bionic(), item::reload(), and player::unwield().

◆ do_damage_for_bionic_failure()

void Character::do_damage_for_bionic_failure ( int  min_damage,
int  max_damage 
)

Definition at line 2343 of file bionics.cpp.

2344{
2345 std::set<bodypart_id> bp_hurt;
2346 for( const bodypart_id &bp : get_all_body_parts() ) {
2347 if( has_effect( effect_under_op, bp->token ) ) {
2348 if( bp_hurt.count( bp->main_part ) > 0 ) {
2349 continue;
2350 }
2351 bp_hurt.emplace( bp->main_part );
2352 }
2353 }
2354
2355 if( bp_hurt.empty() ) {
2356 // If no bodypart associetd with bionic- just damage torso.
2357 // Special check for power storage - it does not belong to any body part.
2358 bp_hurt.emplace( bodypart_str_id( "torso" ) );
2359 }
2360
2361 for( const bodypart_id &bp : bp_hurt ) {
2362 int damage = rng( min_damage, max_damage );
2363 int hp = get_hp( bp );
2364 if( damage >= hp && ( bp == bodypart_str_id( "head" ) || bp == bodypart_str_id( "torso" ) ) ) {
2365 add_effect( effect_infected, 1_hours, bp->token );
2366 add_msg_player_or_npc( m_bad, _( "Your %s is infected." ), _( "<npcname>'s %s is infected." ),
2368 damage = hp * 0.8f;
2369 }
2370 apply_damage( this, bp, damage, true );
2371 if( damage > 15 )
2372 add_msg_player_or_npc( m_bad, _( "Your %s is severely damaged." ),
2373 _( "<npcname>'s %s is severely damaged." ),
2375 else
2376 add_msg_player_or_npc( m_bad, _( "Your %s is damaged." ), _( "<npcname>'s %s is damaged." ),
2378
2379 }
2380}
static const efftype_id effect_under_op("under_operation")
static const efftype_id effect_infected("infected")
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
virtual int get_hp() const
Definition: creature.cpp:1657

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), body_part_name_accusative(), effect_infected, effect_under_op, Creature::get_all_body_parts(), Creature::get_hp(), Creature::has_effect(), m_bad, and rng().

Referenced by bionics_install_failure(), and bionics_uninstall_failure().

◆ do_skill_rust()

void Character::do_skill_rust ( )
protected

Definition at line 3589 of file character.cpp.

3590{
3591 const int rust_rate_tmp = rust_rate();
3592 static const std::string PRED2( "PRED2" );
3593 static const std::string PRED3( "PRED3" );
3594 static const std::string PRED4( "PRED4" );
3595 for( std::pair<const skill_id, SkillLevel> &pair : *_skills ) {
3596 const Skill &aSkill = *pair.first;
3597 SkillLevel &skill_level_obj = pair.second;
3598
3599 if( aSkill.is_combat_skill() &&
3600 ( ( has_trait_flag( PRED2 ) && calendar::once_every( 8_hours ) ) ||
3601 ( has_trait_flag( PRED3 ) && calendar::once_every( 4_hours ) ) ||
3602 ( has_trait_flag( PRED4 ) && calendar::once_every( 3_hours ) ) ) ) {
3603 // Their brain is optimized to remember this
3604 if( one_in( 13 ) ) {
3605 // They've already passed the roll to avoid rust at
3606 // this point, but print a message about it now and
3607 // then.
3608 //
3609 // 13 combat skills.
3610 // This means PRED2/PRED3/PRED4 think of hunting on
3611 // average every 8/4/3 hours, enough for immersion
3612 // without becoming an annoyance.
3613 //
3614 add_msg_if_player( _( "Your heart races as you recall your most recent hunt." ) );
3615 mod_stim( 1 );
3616 }
3617 continue;
3618 }
3619
3620 const bool charged_bio_mem = get_power_level() > 25_J && has_active_bionic( bio_memory );
3621 const int oldSkillLevel = skill_level_obj.level();
3622 if( skill_level_obj.rust( charged_bio_mem, rust_rate_tmp ) ) {
3624 _( "Your knowledge of %s begins to fade, but your memory banks retain it!" ), aSkill.name() );
3625 mod_power_level( -25_J );
3626 }
3627 const int newSkill = skill_level_obj.level();
3628 if( newSkill < oldSkillLevel ) {
3629 add_msg_if_player( m_bad, _( "Your skill in %s has reduced to %d!" ), aSkill.name(), newSkill );
3630 }
3631 }
3632}
bool has_trait_flag(const std::string &b) const
Returns true if player has a trait with a flag.
Definition: mutation.cpp:108
int rust_rate() const
Returns the player's skill rust rate.
Definition: character.cpp:3457
void mod_stim(int mod)
Definition: character.cpp:7083
int level() const
Definition: skill.h:125
bool rust(bool charged_bio_mem, int character_rate)
Definition: skill.cpp:269
Definition: skill.h:33
std::string name() const
Definition: skill.h:68
bool is_combat_skill() const
Definition: skill.cpp:211

References _, _skills, Creature::add_msg_if_player(), bio_memory, get_power_level(), has_active_bionic(), has_trait_flag(), Skill::is_combat_skill(), SkillLevel::level(), m_bad, m_warning, mod_power_level(), mod_stim(), Skill::name(), calendar::once_every(), one_in(), SkillLevel::rust(), and rust_rate().

Referenced by update_body().

◆ dodge_roll()

float Character::dodge_roll ( )
overridevirtual

Implements Creature.

Definition at line 849 of file melee.cpp.

850{
851 return get_dodge() * 5;
852}
float get_dodge() const override
Definition: melee.cpp:806

References get_dodge().

◆ drench()

void Character::drench ( int  saturation,
const body_part_set flags,
bool  ignore_waterproof 
)

Drenches the player with water, saturation is the percent gotten wet.

Definition at line 1757 of file suffer.cpp.

1758{
1759 if( saturation < 1 ) {
1760 return;
1761 }
1762
1763 // OK, water gets in your AEP suit or whatever. It wasn't built to keep you dry.
1765 ( !ignore_waterproof && is_waterproof( flags ) ) ) {
1766 return;
1767 }
1768
1769 // Make the body wet
1770 for( const body_part bp : all_body_parts ) {
1771 // Different body parts have different size, they can only store so much water
1772 int bp_wetness_max = 0;
1773 if( flags.test( bp ) ) {
1774 bp_wetness_max = drench_capacity[bp];
1775 }
1776
1777 if( bp_wetness_max == 0 ) {
1778 continue;
1779 }
1780 // Different sources will only make the bodypart wet to a limit
1781 int source_wet_max = saturation * bp_wetness_max * 2 / 100;
1782 int wetness_increment = ignore_waterproof ? 100 : 2;
1783 // Respect maximums
1784 const int wetness_max = std::min( source_wet_max, bp_wetness_max );
1785 if( body_wetness[bp] < wetness_max ) {
1786 body_wetness[bp] = std::min( wetness_max, body_wetness[bp] + wetness_increment );
1787 }
1788 }
1789
1792 get_value( "waterproof_scent" ).empty() ) {
1793 add_msg_if_player( m_info, _( "The water wash away the scent." ) );
1794 restore_scent();
1795 }
1796
1797 if( is_weak_to_water() ) {
1798 add_msg_if_player( m_bad, _( "You feel the water burning your skin." ) );
1799 }
1800
1801 // Remove onfire effect
1802 if( saturation > 10 || x_in_y( saturation, 10 ) ) {
1804 }
1805}
bool is_waterproof(const body_part_set &parts) const
Definition: character.cpp:8905
bool is_weak_to_water() const
Definition: mutation.cpp:414
void restore_scent()
restore scent after masked_scent effect run out or is removed by water
Definition: character.cpp:8674
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_SHELL2("SHELL2")
static const efftype_id effect_onfire("onfire")

References _, Creature::add_msg_if_player(), all_body_parts, body_wetness, bp_torso, drench_capacity, effect_masked_scent, effect_onfire, Creature::get_value(), has_active_mutation(), Creature::has_effect(), has_trait(), is_waterproof(), is_weak_to_water(), m_bad, m_info, Creature::remove_effect(), restore_scent(), body_part_set::test(), trait_DEBUG_NOTEMP, trait_SHELL2, and x_in_y().

Referenced by character_funcs::do_pause(), game::place_player(), and avatar_action::swim().

◆ drench_mut_calc()

void Character::drench_mut_calc ( )

Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)

Definition at line 7859 of file character.cpp.

7860{
7861 for( const body_part bp : all_body_parts ) {
7862 int ignored = 0;
7863 int neutral = 0;
7864 int good = 0;
7865
7866 for( const trait_id &iter : get_mutations() ) {
7867 const mutation_branch &mdata = iter.obj();
7868 const auto wp_iter = mdata.protection.find( bp );
7869 if( wp_iter != mdata.protection.end() ) {
7870 ignored += wp_iter->second.x;
7871 neutral += wp_iter->second.y;
7872 good += wp_iter->second.z;
7873 }
7874 }
7875
7876 mut_drench[bp][WT_GOOD] = good;
7878 mut_drench[bp][WT_IGNORED] = ignored;
7879 }
7880}
@ good
Item should display as green (action possible at the moment)
std::map< body_part, tripoint > protection
Definition: mutation.h:267

References all_body_parts, get_mutations(), mut_drench, neutral, mutation_branch::protection, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ drop() [1/2]

void Character::drop ( const drop_locations what,
const tripoint target,
bool  stash = false 
)
virtual

Reimplemented in npc.

Definition at line 2579 of file character.cpp.

2581{
2582 if( what.empty() ) {
2583 return;
2584 }
2585
2586 if( rl_dist( pos(), target ) > 1 || !( stash || get_map().can_put_items( target ) ) ) {
2587 add_msg_player_or_npc( m_info, _( "You can't place items here!" ),
2588 _( "<npcname> can't place items here!" ) );
2589 return;
2590 }
2591
2592 if( stash ) {
2593 assign_activity( stash_activity_actor( *this, what, target - pos() ) );
2594 } else {
2595 assign_activity( drop_activity_actor( *this, what, false, target - pos() ) );
2596 }
2597}

References _, Creature::add_msg_player_or_npc(), assign_activity(), get_map(), m_info, pos(), and rl_dist().

◆ drop() [2/2]

void Character::drop ( item_location  loc,
const tripoint where 
)

Drops an item to the specified location.

Definition at line 2557 of file character.cpp.

2558{
2559 item &oThisItem = *loc;
2560 if( is_wielding( oThisItem ) ) {
2561 const auto ret = can_unwield( *loc );
2562
2563 if( !ret.success() ) {
2564 add_msg( m_info, "%s", ret.c_str() );
2565 return;
2566 }
2567 } else if( is_wearing( oThisItem ) ) {
2568 const auto ret = as_player()->can_takeoff( *loc );
2569
2570 if( !ret.success() ) {
2571 add_msg( m_info, "%s", ret.c_str() );
2572 return;
2573 }
2574 }
2575
2576 drop( { drop_location( loc, loc->count() ) }, where );
2577}
bool is_wielding(const item &target) const
Definition: character.cpp:3292
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2557
ret_val< bool > can_takeoff(const item &it, const std::list< item > *res=nullptr) const
Check player capable of taking off an item.
Definition: player.cpp:1672
iuse_location drop_location

References add_msg(), Creature::as_player(), player::can_takeoff(), can_unwield(), item::count(), drop(), is_wearing(), is_wielding(), m_info, and cata::hash64_detail::ret.

Referenced by game::drop(), npc::drop(), drop(), game::drop_in_direction(), monexamine::give_items_to(), harvest_common(), i_add_or_drop(), examine_item_menu::run(), suffer_from_schizophrenia(), and player::takeoff().

◆ drop_invalid_inventory()

void Character::drop_invalid_inventory ( )

Definition at line 3255 of file character.cpp.

3256{
3257 bool dropped_liquid = false;
3258 for( const std::list<item> *stack : inv.const_slice() ) {
3259 const item &it = stack->front();
3260 if( it.made_of( LIQUID ) ) {
3261 dropped_liquid = true;
3262 get_map().add_item_or_charges( pos(), it );
3263 // must be last
3264 i_rem( &it );
3265 }
3266 }
3267 if( dropped_liquid ) {
3268 add_msg_if_player( m_bad, _( "Liquid from your inventory has leaked onto the ground." ) );
3269 }
3270
3271 if( volume_carried() > volume_capacity() ) {
3272 auto items_to_drop = inv.remove_randomly_by_volume( volume_carried() - volume_capacity() );
3274 }
3275}
std::list< item > remove_randomly_by_volume(const units::volume &volume)
Randomly select items until the volume quota is filled.
Definition: inventory.cpp:758
const_invslice const_slice() const
Definition: inventory.cpp:143
@ LIQUID
Definition: enums.h:175

References _, map::add_item_or_charges(), Creature::add_msg_if_player(), inventory::const_slice(), get_map(), i_rem(), inv, LIQUID, m_bad, item::made_of(), pos(), put_into_vehicle_or_drop(), inventory::remove_randomly_by_volume(), tumbling, volume_capacity(), and volume_carried().

Referenced by absorb_hit(), player_activity::do_turn(), npc::execute_action(), process_turn(), and npc_trading::trade().

◆ effective_dispersion()

int Character::effective_dispersion ( int  dispersion) const
Perception penalizes sight dispersion when low.

Definition at line 574 of file character.cpp.

575{
576 /** @EFFECT_PER penalizes sight dispersion when low. */
577 dispersion += ranged_per_mod();
578
579 dispersion += encumb( bp_eyes ) / 2;
580
581 return std::max( dispersion, 0 );
582}
virtual int ranged_per_mod() const
Definition: character.cpp:4147

References bp_eyes, encumb(), and ranged_per_mod().

Referenced by get_aim_types(), get_fastest_sight(), get_most_accurate_sight(), item::gun_info(), npc_ai::gun_value(), target_ui::panel_recoil(), print_aim(), and target_ui::run().

◆ encumb()

◆ enforce_minimum_healing()

void Character::enforce_minimum_healing ( )

Definition at line 4623 of file character.cpp.

4624{
4625 for( const bodypart_id &bp : get_all_body_parts() ) {
4626 if( get_part_healed_total( bp ) <= 0 ) {
4627 heal( bp, 1 );
4628 }
4629 set_part_healed_total( bp, 0 );
4630 }
4631}
void heal(const bodypart_id &healed, int dam)
Heals a body_part for dam.
Definition: character.cpp:8554
void set_part_healed_total(const bodypart_id &id, int set)
Definition: creature.cpp:1590
int get_part_healed_total(const bodypart_id &id) const
Definition: creature.cpp:1575

References Creature::get_all_body_parts(), Creature::get_part_healed_total(), heal(), and Creature::set_part_healed_total().

Referenced by update_body().

◆ enough_power_for()

bool Character::enough_power_for ( const bionic_id bid) const

Definition at line 2071 of file character.cpp.

2072{
2073 return power_level >= bid->power_activate;
2074}
units::energy power_level
Definition: character.h:2202

References bionic_data::power_activate, and power_level.

Referenced by activate_bionic(), and iexamine::fireplace().

◆ enumerate_unmet_requirements()

std::string Character::enumerate_unmet_requirements ( const item it,
const item context = item() 
) const

Returns a string of missed requirements (both stats and skills)

Definition at line 3433 of file character.cpp.

3434{
3435 std::vector<std::string> unmet_reqs;
3436
3437 const auto check_req = [ &unmet_reqs ]( const std::string & name, int cur, int req ) {
3438 if( cur < req ) {
3439 unmet_reqs.push_back( string_format( "%s %d", name, req ) );
3440 }
3441 };
3442
3443 check_req( _( "strength" ), get_str(), it.get_min_str() );
3444 check_req( _( "dexterity" ), get_dex(), it.type->min_dex );
3445 check_req( _( "intelligence" ), get_int(), it.type->min_int );
3446 check_req( _( "perception" ), get_per(), it.type->min_per );
3447
3448 for( const auto &elem : it.type->min_skills ) {
3449 check_req( context.contextualize_skill( elem.first )->name(),
3450 get_skill_level( elem.first, context ),
3451 elem.second );
3452 }
3453
3454 return enumerate_as_string( unmet_reqs );
3455}
int get_min_str() const
Definition: item.cpp:9916
skill_id contextualize_skill(const skill_id &id) const
Puts the skill in context of the item.
Definition: item.cpp:9838
int min_dex
Definition: itype.h:940
int min_int
Definition: itype.h:941
int min_per
Definition: itype.h:942
std::map< skill_id, int > min_skills
Definition: itype.h:938

References _, item::contextualize_skill(), enumerate_as_string(), get_dex(), get_int(), item::get_min_str(), get_per(), get_skill_level(), get_str(), itype::min_dex, itype::min_int, itype::min_per, itype::min_skills, name, Skill::name(), string_format(), and item::type.

Referenced by can_use(), and gunmod_inventory_preset::get_denial().

◆ env_surgery_bonus()

float Character::env_surgery_bonus ( int  radius)

Calculate skill bonus from tiles in radius.

Definition at line 2222 of file bionics.cpp.

2223{
2224 float bonus = 1.0;
2225 map &here = get_map();
2226 for( const tripoint &cell : here.points_in_radius( pos(), radius ) ) {
2227 if( here.furn( cell )->surgery_skill_multiplier ) {
2228 bonus = std::max( bonus, *here.furn( cell )->surgery_skill_multiplier );
2229 }
2230 }
2231 return bonus;
2232}
furn_id furn(const tripoint &p) const
Definition: map.cpp:1348
cata::optional< float > surgery_skill_multiplier
Definition: mapdata.h:521

References map::furn(), get_map(), map::points_in_radius(), pos(), and furn_t::surgery_skill_multiplier.

Referenced by bionics_adjusted_skill().

◆ environmental_revert_effect()

void Character::environmental_revert_effect ( )

Definition at line 785 of file character_turn.cpp.

786{
787 addictions.clear();
788 morale->clear();
789
792 set_thirst( 0 );
793 set_fatigue( 0 );
794 set_healthy( 0 );
795 set_healthy_mod( 0 );
796 set_stim( 0 );
797 set_pain( 0 );
798 set_painkiller( 0 );
799 set_rad( 0 );
801
804}
virtual void set_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4461
virtual void set_healthy_mod(int nhealthy_mod)
Definition: character.cpp:4266
virtual void set_stored_kcal(int kcal)
Setters for need values exclusive to characters.
Definition: character.cpp:4322
void set_pain(int npain) override
Sets new intensity of pain an reacts to it.
Definition: character.cpp:911
virtual void set_healthy(int nhealthy)
Setters for health values exclusive to characters.
Definition: character.cpp:4254
virtual void set_thirst(int nthirst)
Definition: character.cpp:4434
void set_all_parts_hp_to_max()
Definition: creature.cpp:1617

References addictions, max_stored_kcal(), morale, recalc_sight_limits(), reset_encumbrance(), Creature::set_all_parts_hp_to_max(), set_fatigue(), set_healthy(), set_healthy_mod(), set_pain(), set_painkiller(), set_rad(), set_sleep_deprivation(), set_stim(), set_stored_kcal(), and set_thirst().

◆ exclusive_flag_coverage()

body_part_set Character::exclusive_flag_coverage ( const std::string &  flag) const

Bitset of all the body parts covered only with items with flag (or nothing)

Definition at line 4056 of file character.cpp.

4057{
4059
4060 for( const auto &elem : worn ) {
4061 if( !elem.has_flag( flag ) ) {
4062 // Unset the parts covered by this item
4063 ret &= ~elem.get_covered_body_parts();
4064 }
4065 }
4066
4067 return ret;
4068}
static body_part_set all()
Definition: bodypart.h:233

References body_part_set::all(), cata::hash64_detail::ret, and worn.

Referenced by apply_wetness_morale(), mut_cbm_encumb(), mutation_attacks(), reset_stats(), and swim_speed().

◆ expose_to_disease()

void Character::expose_to_disease ( diseasetype_id  dis_type)

Determine if character is susceptible to dis_type and if so apply the symptoms.

Definition at line 1679 of file character.cpp.

1680{
1681 const cata::optional<int> &healt_thresh = dis_type->health_threshold;
1682 if( healt_thresh && healt_thresh.value() < get_healthy() ) {
1683 return;
1684 }
1685 const std::set<body_part> &bps = dis_type->affected_bodyparts;
1686 if( !bps.empty() ) {
1687 for( const body_part &bp : bps ) {
1688 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), bp,
1689 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1690 }
1691 } else {
1692 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), num_bp,
1693 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1694 }
1695}
virtual int get_healthy() const
Getters for health values exclusive to characters.
Definition: character.cpp:4153
time_duration min_duration
Definition: disease.h:26
cata::optional< int > health_threshold
If not empty this sets the health threshold above which you're immune to the disease.
Definition: disease.h:33
int max_intensity
Definition: disease.h:29
efftype_id symptoms
effect applied by this disease
Definition: disease.h:35
std::set< body_part > affected_bodyparts
Affected body parts.
Definition: disease.h:31
int min_intensity
Definition: disease.h:28
time_duration max_duration
Definition: disease.h:27

References Creature::add_effect(), disease_type::affected_bodyparts, get_healthy(), disease_type::health_threshold, disease_type::max_duration, disease_type::max_intensity, disease_type::min_duration, disease_type::min_intensity, num_bp, rng(), disease_type::symptoms, and cata::optional< T >::value().

Referenced by player::eat().

◆ extended_description()

std::string Character::extended_description ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 6521 of file character.cpp.

6522{
6523 std::string ss;
6524 if( is_player() ) {
6525 // <bad>This is me, <player_name>.</bad>
6526 ss += string_format( _( "This is you - %s." ), name );
6527 } else {
6528 ss += string_format( _( "This is %s, %s" ), name, male ? _( "male" ) : _( "female" ) );
6529 }
6530
6531 ss += "\n--\n";
6532
6533 const std::vector<bodypart_id> &bps = get_all_body_parts( true );
6534 // Find length of bp names, to align
6535 // accumulate looks weird here, any better function?
6536 int longest = std::accumulate( bps.begin(), bps.end(), 0,
6537 []( int m, bodypart_id bp ) {
6538 return std::max( m, utf8_width( body_part_name_as_heading( bp->token, 1 ) ) );
6539 } );
6540
6541 // This is a stripped-down version of the body_window function
6542 // This should be extracted into a separate function later on
6543 for( const bodypart_id &bp : bps ) {
6544 // Hide appendix from the player
6545 if( bp->id.str() == "num_bp" ) {
6546 continue;
6547 }
6548 const std::string &bp_heading = body_part_name_as_heading( bp->token, 1 );
6549
6550 const nc_color state_col = limb_color( bp, true, true, true );
6551 nc_color name_color = state_col;
6552 std::pair<std::string, nc_color> hp_bar = get_hp_bar( get_part_hp_cur( bp ), get_part_hp_max( bp ),
6553 false );
6554
6555 ss += colorize( left_justify( bp_heading, longest ), name_color );
6556 ss += colorize( hp_bar.first, hp_bar.second );
6557 // Trailing bars. UGLY!
6558 // TODO: Integrate into get_hp_bar somehow
6559 ss += colorize( std::string( 5 - utf8_width( hp_bar.first ), '.' ), c_white );
6560 ss += "\n";
6561 }
6562
6563 ss += "--\n";
6564 ss += _( "Wielding:" ) + std::string( " " );
6565 if( weapon.is_null() ) {
6566 ss += _( "Nothing" );
6567 } else {
6568 ss += weapon.tname();
6569 }
6570
6571 ss += "\n";
6572 ss += _( "Wearing:" ) + std::string( " " );
6573 ss += enumerate_as_string( worn.begin(), worn.end(), []( const item & it ) {
6574 return it.tname();
6575 } );
6576
6577 return replace_colors( ss );
6578}
std::string left_justify(const std::string &str, const int width, const bool ignore_tags)
bool male
Definition: character.h:1537
std::string replace_colors(std::string text)
Replace special color tags (e.g.

References _, body_part_name_as_heading(), c_white, colorize(), enumerate_as_string(), Creature::get_all_body_parts(), get_hp_bar(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), int_id< T >::id(), item::is_null(), Creature::is_player(), left_justify(), limb_color(), male, name, replace_colors(), string_format(), item::tname(), utf8_width(), weapon, and worn.

Referenced by npc::extended_description().

◆ extraEncumbrance()

int Character::extraEncumbrance ( layer_level  level,
int  bp 
) const

Get encumbrance penalty per layer & body part.

Definition at line 3702 of file character.cpp.

3703{
3704 return encumbrance_cache->elems[bp].layer_penalty_details[static_cast<int>( level )].total;
3705}

References encumbrance_cache.

◆ fall_asleep() [1/2]

void Character::fall_asleep ( )

Adds "sleep" to the player.

Definition at line 9182 of file character.cpp.

9183{
9184 // Communicate to the player that he is using items on the floor
9185 std::string item_name = is_snuggling();
9186 if( item_name == "many" ) {
9187 if( one_in( 15 ) ) {
9188 add_msg_if_player( _( "You nestle your pile of clothes for warmth." ) );
9189 } else {
9190 add_msg_if_player( _( "You use your pile of clothes for warmth." ) );
9191 }
9192 } else if( item_name != "nothing" ) {
9193 if( one_in( 15 ) ) {
9194 add_msg_if_player( _( "You snuggle your %s to keep warm." ), item_name );
9195 } else {
9196 add_msg_if_player( _( "You use your %s to keep warm." ), item_name );
9197 }
9198 }
9200 if( get_stored_kcal() > max_stored_kcal() - bmr() / 4 &&
9202 if( is_avatar() ) {
9203 g->memorial().add( pgettext( "memorial_male", "Entered hibernation." ),
9204 pgettext( "memorial_female", "Entered hibernation." ) );
9205 }
9206
9207 add_msg_if_player( _( "You enter hibernation." ) );
9208 fall_asleep( 7_days );
9209 } else {
9211 _( "You need to be nearly full of food and water to enter hibernation." ) );
9212 }
9213 }
9214
9215 fall_asleep( 10_hours ); // default max sleep time.
9216}
static const trait_id trait_HIBERNATE("HIBERNATE")
int bmr() const
Definition: character.cpp:6878
std::string is_snuggling() const
Checks to see if the player is using floor items to keep warm, and return the name of one such item i...
Definition: character.cpp:9235

References _, Creature::add_msg_if_player(), bmr(), fall_asleep(), g, get_stored_kcal(), get_thirst(), has_active_mutation(), Creature::is_avatar(), is_snuggling(), m_bad, max_stored_kcal(), one_in(), pgettext(), thirsty, and trait_HIBERNATE.

Referenced by check_needs_extremes(), fall_asleep(), iexamine::flower_poppy(), hardcoded_effects(), introduce_into_anesthesia(), marloss_common(), iuse::mycus(), process_one_effect(), suffer_from_stimulants(), suffer_while_awake(), try_reject_mutagen(), activity_handlers::try_sleep_do_turn(), and mutagen_iv_actor::use().

◆ fall_asleep() [2/2]

void Character::fall_asleep ( const time_duration duration)

Definition at line 9218 of file character.cpp.

9219{
9220 if( activity ) {
9221 if( activity.id() == ACT_TRY_SLEEP ) {
9223 } else {
9225 }
9226 }
9227 add_effect( effect_sleep, duration );
9228}
void cancel_activity()
Definition: character.cpp:9142
void set_to_null()
This replaces the former usage act.type = ACT_NULL

References ACT_TRY_SLEEP, activity, Creature::add_effect(), cancel_activity(), effect_sleep, player_activity::id(), and player_activity::set_to_null().

◆ feed_furnace_with()

bool Character::feed_furnace_with ( item it)

Definition at line 1319 of file consumption.cpp.

1320{
1321 if( !can_feed_furnace_with( it ) ) {
1322 return false;
1323 }
1324 if( it.is_favorite &&
1325 !g->u.query_yn( _( "Are you sure you want to eat your favorited %s?" ), it.tname() ) ) {
1326 return false;
1327 }
1328
1329 const int consumed_charges = std::min( it.charges, it.charges_per_volume( furnace_max_volume ) );
1331
1332 if( energy == 0 ) {
1334 _( "You digest your %s, but fail to acquire energy from it." ),
1335 _( "<npcname> digests their %s for energy, but fails to acquire energy from it." ),
1336 it.tname() );
1337 } else if( is_max_power() ) {
1339 _( "You digest your %s, but you're fully powered already, so the energy is wasted." ),
1340 _( "<npcname> digests a %s for energy, they're fully powered already, so the energy is wasted." ),
1341 it.tname() );
1342 } else {
1343 const int profitable_energy = std::min( energy,
1345 if( it.count_by_charges() ) {
1347 vgettext( "You digest %d %s and recharge %d point of energy.",
1348 "You digest %d %s and recharge %d points of energy.",
1349 profitable_energy
1350 ),
1351 vgettext( "<npcname> digests %d %s and recharges %d point of energy.",
1352 "<npcname> digests %d %s and recharges %d points of energy.",
1353 profitable_energy
1354 ), consumed_charges, it.tname(), profitable_energy
1355 );
1356 } else {
1358 vgettext( "You digest your %s and recharge %d point of energy.",
1359 "You digest your %s and recharge %d points of energy.",
1360 profitable_energy
1361 ),
1362 vgettext( "<npcname> digests a %s and recharges %d point of energy.",
1363 "<npcname> digests a %s and recharges %d points of energy.",
1364 profitable_energy
1365 ), it.tname(), profitable_energy
1366 );
1367 }
1368 mod_power_level( units::from_kilojoule( profitable_energy ) );
1369 }
1370
1371 it.charges -= consumed_charges;
1372 mod_moves( -250 );
1373
1374 return true;
1375}
int get_acquirable_energy(const item &it, rechargeable_cbm cbm) const
bool can_feed_furnace_with(const item &it) const
bool is_max_power() const
Definition: character.cpp:2056
bool is_favorite
Definition: item.h:2236
quantity< int, energy_in_joule_tag > energy
Definition: units_energy.h:16
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_msg_player_or_npc(), can_feed_furnace_with(), item::charges, item::charges_per_volume(), item::count_by_charges(), units::from_kilojoule(), furnace, furnace_max_volume, g, get_acquirable_energy(), get_max_power_level(), get_power_level(), item::is_favorite, is_max_power(), m_info, Creature::mod_moves(), mod_power_level(), item::tname(), units::to_kilojoule(), and vgettext().

Referenced by player::consume_item().

◆ feed_reactor_with()

bool Character::feed_reactor_with ( item it)

Recharge CBMs whenever possible.

Returns
true when recharging was successful.

Definition at line 1275 of file consumption.cpp.

1276{
1277 if( !can_feed_reactor_with( it ) ) {
1278 return false;
1279 }
1280
1281 const auto iter = plut_charges.find( it.typeId() );
1282 const int max_amount = iter != plut_charges.end() ? iter->second : 0;
1283 const int amount = std::min( get_acquirable_energy( it, rechargeable_cbm::reactor ), max_amount );
1284
1285 if( amount >= PLUTONIUM_CHARGES * 10 &&
1286 !query_yn( _( "That is a LOT of plutonium. Are you sure you want that much?" ) ) ) {
1287 return false;
1288 }
1289
1290 add_msg_player_or_npc( _( "You add your %s to your reactor's tank." ),
1291 _( "<npcname> pours %s into their reactor's tank." ),
1292 it.tname() );
1293
1294 // TODO: Encapsulate
1295 tank_plut += amount;
1296 it.charges -= 1;
1297 mod_moves( -250 );
1298 return true;
1299}
bool can_feed_reactor_with(const item &it) const
Determine character's capability of recharging their CBMs.
const std::map< itype_id, int > plut_charges
static constexpr int PLUTONIUM_CHARGES

References _, Creature::add_msg_player_or_npc(), can_feed_reactor_with(), item::charges, get_acquirable_energy(), Creature::mod_moves(), plut_charges, PLUTONIUM_CHARGES, query_yn(), reactor, tank_plut, item::tname(), and item::typeId().

Referenced by player::consume_item().

◆ find_ammo()

std::vector< item_location > Character::find_ammo ( const item obj,
bool  empty = true,
int  radius = 1 
) const

Searches for ammo or magazines that can be used to reload obj.

Parameters
objitem to be reloaded. By design any currently loaded ammunition or magazine is ignored
emptywhether empty magazines should be considered as possible ammo
radiusadjacent map/vehicle tiles to search. 0 for only player tile, -1 for only inventory

Definition at line 2733 of file character.cpp.

2734{
2735 std::vector<item_location> res;
2736
2737 find_ammo_helper( const_cast<Character &>( *this ), obj, empty, std::back_inserter( res ), true );
2738
2739 if( radius >= 0 ) {
2740 for( auto &cursor : map_selector( pos(), radius ) ) {
2741 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2742 }
2743 for( auto &cursor : vehicle_selector( pos(), radius ) ) {
2744 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2745 }
2746 }
2747
2748 return res;
2749}
void find_ammo_helper(T &src, const item &obj, bool empty, Output out, bool nested)
Definition: character.cpp:2649

References find_ammo_helper(), and pos().

Referenced by ammo_count_for(), item::color_in_inventory(), and player::list_ammo().

◆ find_reloadables()

std::vector< item_location > Character::find_reloadables ( )

Searches for weapons and magazines that can be reloaded.

Definition at line 2751 of file character.cpp.

2752{
2753 std::vector<item_location> reloadables;
2754
2755 visit_items( [this, &reloadables]( item * node ) {
2756 if( node->is_holster() ) {
2757 return VisitResponse::NEXT;
2758 }
2759 bool reloadable = false;
2760 if( node->is_gun() && !node->magazine_compatible().empty() ) {
2761 reloadable = node->magazine_current() == nullptr ||
2762 node->ammo_remaining() < node->ammo_capacity();
2763 } else {
2764 reloadable = ( node->is_magazine() || node->is_bandolier() ||
2765 ( node->is_gun() && node->magazine_integral() ) ) &&
2766 node->ammo_remaining() < node->ammo_capacity();
2767 }
2768 if( reloadable ) {
2769 reloadables.push_back( item_location( *this, node ) );
2770 }
2771 return VisitResponse::SKIP;
2772 } );
2773 return reloadables;
2774}
std::set< itype_id > magazine_compatible(bool conversion=true) const
Get compatible magazines (if any) for this item.
Definition: item.cpp:7575
bool is_holster() const
Definition: item.cpp:6462
VisitResponse visit_items(const std::function< VisitResponse(item *, item *)> &func)
Traverses this object and any child items contained using a visitor pattern.
Definition: visitable.cpp:422

References item::is_gun(), item::is_holster(), item::magazine_compatible(), SKIP, and visitable< Character >::visit_items().

Referenced by avatar_action::reload_weapon().

◆ find_remote_fuel()

itype_id Character::find_remote_fuel ( bool  look_only = false)

Find fuel used by remote powered bionic.

Definition at line 1352 of file bionics.cpp.

1353{
1354 itype_id remote_fuel;
1355 map &here = get_map();
1356
1357 const std::vector<item *> cables = items_with( []( const item & it ) {
1358 return it.active && it.has_flag( flag_CABLE_SPOOL );
1359 } );
1360
1361 for( const item *cable : cables ) {
1362
1363 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1364 if( !target ) {
1365 if( here.is_outside( pos() ) && !is_night( calendar::turn ) &&
1366 cable->get_var( "state" ) == "solar_pack_link" ) {
1367 if( !look_only ) {
1368 set_value( "sunlight", "1" );
1369 }
1370 remote_fuel = fuel_type_sun_light;
1371 }
1372
1373 if( cable->get_var( "state" ) == "UPS_link" ) {
1374 static const item_filter used_ups = [&]( const item & itm ) {
1375 return itm.get_var( "cable" ) == "plugged_in";
1376 };
1377 if( !look_only ) {
1378 if( has_charges( itype_UPS_off, 1, used_ups ) ) {
1380 units::to_kilojoule( max_power_level ), used_ups ) ) );
1381 } else if( has_charges( itype_adv_UPS_off, 1, used_ups ) ) {
1383 units::to_kilojoule( max_power_level ), used_ups ) ) );
1384 } else {
1385 set_value( "rem_battery", std::to_string( 0 ) );
1386 }
1387 }
1388 remote_fuel = fuel_type_battery;
1389 }
1390 continue;
1391 }
1392 const optional_vpart_position vp = here.veh_at( *target );
1393 if( !vp ) {
1394 continue;
1395 }
1396 if( !look_only ) {
1397 set_value( "rem_battery", std::to_string( vp->vehicle().fuel_left( fuel_type_battery,
1398 true ) ) );
1399 }
1400 remote_fuel = fuel_type_battery;
1401 }
1402
1403 return remote_fuel;
1404}
static const itype_id fuel_type_battery("battery")
bool is_night(const time_point &p)
Returns true if it's currently night time - after dusk and before dawn.
Definition: calendar.cpp:137
units::energy max_power_level
Definition: character.h:2203
bool is_outside(const tripoint &p) const
Definition: map.cpp:2574

References item::active, visitable< Character >::charges_of(), flag_CABLE_SPOOL(), fuel_type_battery, fuel_type_sun_light, get_map(), has_charges(), item::has_flag(), is_night(), map::is_outside(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, max_power_level, pos(), Creature::set_value(), units::to_kilojoule(), to_string(), calendar::turn, and map::veh_at().

Referenced by burn_fuel(), iuse::cable_attach(), draw_bionics_titlebar(), and process_bionic().

◆ flag_encumbrance()

void Character::flag_encumbrance ( )

Flag encumbrance for updating.

Definition at line 1877 of file character.cpp.

1878{
1879 check_encumbrance = true;
1880}

References check_encumbrance.

Referenced by monexamine::attach_bag_to(), item::on_drop(), item::on_pickup(), and item::on_wield().

◆ floor_bedding_warmth()

int Character::floor_bedding_warmth ( const tripoint pos)
static

Warmth from terrain, furniture, vehicle furniture and traps.

Can be negative.

Definition at line 9375 of file character.cpp.

9376{
9377 map &here = get_map();
9378 const trap &trap_at_pos = here.tr_at( pos );
9379 const ter_id ter_at_pos = here.ter( pos );
9380 const furn_id furn_at_pos = here.furn( pos );
9381 int floor_bedding_warmth = 0;
9382
9383 const optional_vpart_position vp = here.veh_at( pos );
9384 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
9385 // Search the floor for bedding
9386 if( furn_at_pos != f_null ) {
9388 } else if( !trap_at_pos.is_null() ) {
9390 } else if( boardable ) {
9391 floor_bedding_warmth += boardable->info().floor_bedding_warmth;
9392 } else if( ter_at_pos == t_improvised_shelter ) {
9393 floor_bedding_warmth -= 500;
9394 } else {
9395 floor_bedding_warmth -= 2000;
9396 }
9397
9398 return floor_bedding_warmth;
9399}
static int floor_bedding_warmth(const tripoint &pos)
Warmth from terrain, furniture, vehicle furniture and traps.
Definition: character.cpp:9375
const T & obj() const
Definition: ammo_effect.cpp:26
ter_id ter(const tripoint &p) const
Definition: map.cpp:1498
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2481
ter_id t_improvised_shelter
Definition: mapdata.cpp:718
int floor_bedding_warmth
Definition: mapdata.h:508
int floor_bedding_warmth
Definition: trap.h:120

References f_null, floor_bedding_warmth(), furn_t::floor_bedding_warmth, trap::floor_bedding_warmth, map::furn(), get_map(), trap::is_null(), int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), t_improvised_shelter, map::ter(), map::tr_at(), and map::veh_at().

Referenced by floor_bedding_warmth(), and floor_warmth().

◆ floor_item_warmth()

int Character::floor_item_warmth ( const tripoint pos)
static

Warmth from clothing on the floor.

Definition at line 9401 of file character.cpp.

9402{
9403 int item_warmth = 0;
9404
9405 const auto warm = [&item_warmth]( const auto & stack ) {
9406 for( const item &elem : stack ) {
9407 if( !elem.is_armor() ) {
9408 continue;
9409 }
9410 // Items that are big enough and covers the torso are used to keep warm.
9411 // Smaller items don't do as good a job
9412 if( elem.volume() > 250_ml &&
9413 ( elem.covers( bp_torso ) || elem.covers( bp_leg_l ) ||
9414 elem.covers( bp_leg_r ) ) ) {
9415 item_warmth += 60 * elem.get_warmth() * elem.volume() / 2500_ml;
9416 }
9417 }
9418 };
9419
9420 map &here = get_map();
9421 if( !!here.veh_at( pos ) ) {
9423 false ) ) {
9424 vehicle *const veh = &vp->vehicle();
9425 const int cargo = vp->part_index();
9426 vehicle_stack vehicle_items = veh->get_items( cargo );
9427 warm( vehicle_items );
9428 }
9429 return item_warmth;
9430 }
9431 map_stack floor_items = here.i_at( pos );
9432 warm( floor_items );
9433 return item_warmth;
9434}
A vehicle as a whole with all its components.
Definition: vehicle.h:675
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
vehicle_stack get_items(int part) const
Definition: vehicle.cpp:5468
@ VPFLAG_CARGO
Definition: veh_type.h:62

References bp_leg_l, bp_leg_r, bp_torso, vehicle::get_items(), get_map(), map::i_at(), optional_vpart_position::part_with_feature(), pos(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by floor_warmth().

◆ floor_warmth()

int Character::floor_warmth ( const tripoint pos) const

Final warmth from the floor.

Definition at line 9436 of file character.cpp.

9437{
9438 const int item_warmth = floor_item_warmth( pos );
9439 int bedding_warmth = floor_bedding_warmth( pos );
9440
9441 // If the PC has fur, etc, that will apply too
9442 int floor_mut_warmth = bodytemp_modifier_traits_floor();
9443 // DOWN does not provide floor insulation, though.
9444 // Better-than-light fur or being in one's shell does.
9445 if( ( !( has_trait( trait_DOWN ) ) ) && ( floor_mut_warmth >= 200 ) ) {
9446 bedding_warmth = std::max( 0, bedding_warmth );
9447 }
9448 return ( item_warmth + bedding_warmth + floor_mut_warmth );
9449}
static const trait_id trait_DOWN("DOWN")
static int floor_item_warmth(const tripoint &pos)
Warmth from clothing on the floor.
Definition: character.cpp:9401
int bodytemp_modifier_traits_floor() const
Correction factor of the body temperature due to traits and mutations for player lying on the floor.
Definition: character.cpp:9460

References bodytemp_modifier_traits_floor(), floor_bedding_warmth(), floor_item_warmth(), has_trait(), pos(), and trait_DOWN.

Referenced by update_bodytemp().

◆ footwear_factor()

double Character::footwear_factor ( ) const

Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.

Definition at line 8845 of file character.cpp.

8846{
8847 double ret = 0;
8848 if( wearing_something_on( bodypart_id( "foot_l" ) ) ) {
8849 ret += .5;
8850 }
8851 if( wearing_something_on( bodypart_id( "foot_r" ) ) ) {
8852 ret += .5;
8853 }
8854 return ret;
8855}

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by is_immune_effect(), game::knockback(), rooted(), run_cost(), and game::walk_move().

◆ forced_dismount()

void Character::forced_dismount ( )

Definition at line 1203 of file character.cpp.

1204{
1206 bool mech = false;
1207 if( mounted_creature ) {
1208 auto mon = mounted_creature.get();
1209 if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->type->mech_weapon.is_empty() ) {
1210 mech = true;
1212 }
1213 mon->mounted_player_id = character_id();
1214 mon->remove_effect( effect_ridden );
1215 mon->add_effect( effect_ai_waiting, 5_turns );
1216 mounted_creature = nullptr;
1217 mon->mounted_player = nullptr;
1218 }
1219 std::vector<tripoint> valid;
1220 for( const tripoint &jk : get_map().points_in_radius( pos(), 1 ) ) {
1221 if( g->is_empty( jk ) ) {
1222 valid.push_back( jk );
1223 }
1224 }
1225 if( !valid.empty() ) {
1226 setpos( random_entry( valid ) );
1227 if( mech ) {
1228 add_msg_player_or_npc( m_bad, _( "You are ejected from your mech!" ),
1229 _( "<npcname> is ejected from their mech!" ) );
1230 } else {
1231 add_msg_player_or_npc( m_bad, _( "You fall off your mount!" ),
1232 _( "<npcname> falls off their mount!" ) );
1233 }
1234 const int dodge = get_dodge();
1235 const int damage = std::max( 0, rng( 1, 20 ) - rng( dodge, dodge * 2 ) );
1236 bodypart_id hit( "num_bp" );
1237 switch( rng( 1, 10 ) ) {
1238 case 1:
1239 if( one_in( 2 ) ) {
1240 hit = bodypart_id( "foot_l" );
1241 } else {
1242 hit = bodypart_id( "foot_r" );
1243 }
1244 break;
1245 case 2:
1246 case 3:
1247 case 4:
1248 if( one_in( 2 ) ) {
1249 hit = bodypart_id( "leg_l" );
1250 } else {
1251 hit = bodypart_id( "leg_r" );
1252 }
1253 break;
1254 case 5:
1255 case 6:
1256 case 7:
1257 if( one_in( 2 ) ) {
1258 hit = bodypart_id( "arm_l" );
1259 } else {
1260 hit = bodypart_id( "arm_r" );
1261 }
1262 break;
1263 case 8:
1264 case 9:
1265 hit = bodypart_id( "torso" );
1266 break;
1267 case 10:
1268 hit = bodypart_id( "head" );
1269 break;
1270 }
1271 if( damage > 0 ) {
1272 add_msg_if_player( m_bad, _( "You hurt yourself!" ) );
1273 deal_damage( nullptr, hit, damage_instance( DT_BASH, damage ) );
1274 if( is_avatar() ) {
1275 g->memorial().add(
1276 pgettext( "memorial_male", "Fell off a mount." ),
1277 pgettext( "memorial_female", "Fell off a mount." ) );
1278 }
1280 }
1281 add_effect( effect_downed, 5_turns, num_bp );
1282 } else {
1283 add_msg( m_debug, "Forced_dismount could not find a square to deposit player" );
1284 }
1285 if( is_avatar() ) {
1286 if( g->u.get_grab_type() != OBJECT_NONE ) {
1287 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1288 g->u.grab( OBJECT_NONE );
1289 }
1291 if( g->u.is_auto_moving() || g->u.has_destination() || g->u.has_destination_activity() ) {
1292 g->u.clear_destination();
1293 }
1294 g->update_map( g->u );
1295 }
1296 if( activity ) {
1298 }
1299 moves -= 150;
1300}
static const efftype_id effect_downed("downed")
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8373
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1844

References _, activity, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel_activity(), character_id, Creature::check_dead_state(), CMM_WALK, deal_damage(), DT_BASH, effect_ai_waiting, effect_downed, effect_ridden, effect_riding, g, get_dodge(), get_map(), Creature::is_avatar(), m_bad, m_debug, m_warning, MF_RIDEABLE_MECH, mounted_creature, Creature::moves, num_bp, OBJECT_NONE, one_in(), pgettext(), points_in_radius(), pos(), random_entry(), Creature::remove_effect(), visitable< Character >::remove_item(), rng(), set_movement_mode(), setpos(), and weapon.

Referenced by Creature::add_effect(), check_mount_is_spooked(), monster::die(), and monster::setpos().

◆ fuel_bionic_with()

bool Character::fuel_bionic_with ( item it)

Definition at line 1377 of file consumption.cpp.

1378{
1379 if( !can_fuel_bionic_with( it ) ) {
1380 return false;
1381 }
1382
1384
1385 const int loadable = std::min( it.charges, get_fuel_capacity( it.typeId() ) );
1386 const std::string str_loaded = get_value( it.typeId().str() );
1387 int loaded = 0;
1388 if( !str_loaded.empty() ) {
1389 loaded = std::stoi( str_loaded );
1390 }
1391
1392 const std::string new_charge = std::to_string( loadable + loaded );
1393
1394 it.charges -= loadable;
1395 // Type and amount of fuel
1396 set_value( it.typeId().str(), new_charge );
1399 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1400 vgettext( "You load %1$i charge of %2$s in your %3$s.",
1401 "You load %1$i charges of %2$s in your %3$s.", loadable ),
1402 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1403 vgettext( "<npcname> load %1$i charge of %2$s in their %3$s.",
1404 "<npcname> load %1$i charges of %2$s in their %3$s.", loadable ), loadable, it.tname(), bio->name );
1405 mod_moves( -250 );
1406 return true;
1407}
bionic_id get_most_efficient_bionic(const std::vector< bionic_id > &bids) const
Return bionic_id of bionic of most fuel efficient bionic.
Definition: character.cpp:2006
bool can_fuel_bionic_with(const item &it) const
Returns true if the character can fuel a bionic with the item.
Definition: character.cpp:1964
int get_fuel_capacity(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2140

References Creature::add_msg_player_or_npc(), can_fuel_bionic_with(), item::charges, get_bionic_fueled_with(), get_fuel_capacity(), get_most_efficient_bionic(), Creature::get_value(), m_info, Creature::mod_moves(), bionic_data::name, Creature::set_value(), string_id< T >::str(), item::tname(), to_string(), item::typeId(), update_fuel_storage(), and vgettext().

Referenced by player::consume_item().

◆ fun_for()

std::pair< int, int > Character::fun_for ( const item comest) const

Handles the enjoyability value for a comestible.

First value is enjoyability, second is cap.

Definition at line 465 of file consumption.cpp.

466{
467 if( !comest.is_comestible() ) {
468 return std::pair<int, int>( 0, 0 );
469 }
470
471 // As float to avoid rounding too many times
472 float fun = comest.get_comestible_fun();
473 float fun_max;
474
475 // Lupines/Felines like dog/cat food. Won't skip the rotting check.
476 // This is specifically so that Lupines/Felines don't get the harsher
477 // morale penalties from rotting cat/dog food.
478 if( ( comest.has_flag( flag_LUPINE ) && has_trait( trait_THRESH_LUPINE ) ) ||
479 ( comest.has_flag( flag_FELINE ) && has_trait( trait_THRESH_FELINE ) ) ) {
480 if( fun < 0 ) {
481 fun = -fun / 2;
482 }
483 }
484
485 const float relative_rot = comest.get_relative_rot();
486
487 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) && !has_trait( trait_SAPROVORE ) ) {
488 // Rotten food should be pretty disgusting.
489 // Baseline minumum is the same as eating raw meat as a normal human being.
490 fun = std::min( fun - 5, -10.0f );
491 fun_max = fun * 6;
492 } else {
493 // Food is less enjoyable when eaten too often.
494 if( fun > 0 || comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
495 for( const consumption_event &event : consumption_history->elems ) {
496 if( event.time > calendar::turn - 2_days && event.type_id == comest.typeId() &&
497 event.component_hash == comest.make_component_hash() ) {
498 fun -= comest.get_comestible()->monotony_penalty;
499 // This effect can't drop fun below 0, unless the food has the right flag.
500 // 0 is the lowest we'll go, no need to keep looping.
501 if( fun <= 0 && !comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
502 fun = 0;
503 break;
504 }
505 }
506 }
507 }
508
509 fun_max = fun < 0 ? fun * 6 : fun * 3;
510
511 // I'd assume since gourmands are just big eaters they still can't stand rotten food.
512 if( has_trait( trait_GOURMAND ) ) {
513 if( fun < -1 ) {
514 fun_max = fun;
515 fun /= 2;
516 } else if( fun > 0 ) {
517 fun_max *= 3;
518 fun = fun * 3 / 2;
519 }
520 }
521 }
522
523 return { static_cast< int >( fun ), static_cast< int >( fun_max ) };
524}
pimpl< consumption_history_t > consumption_history
Definition: character.h:1560
uint64_t make_component_hash() const
Creates a hash from the itype_ids of this item's components.
Definition: item.cpp:8791
int get_comestible_fun() const
Definition: item.cpp:5406
static const std::string flag_NEGATIVE_MONOTONY_OK("NEGATIVE_MONOTONY_OK")
time_point time
Definition: consumption.h:15
uint64_t component_hash
Definition: consumption.h:17
itype_id type_id
Definition: consumption.h:16

References consumption_event::component_hash, consumption_history, flag_FELINE(), flag_LUPINE(), flag_NEGATIVE_MONOTONY_OK(), item::get_comestible(), item::get_comestible_fun(), item::get_relative_rot(), item::has_flag(), has_trait(), item::is_comestible(), item::make_component_hash(), consumption_event::time, trait_GOURMAND, trait_SAPROPHAGE, trait_SAPROVORE, trait_THRESH_FELINE, trait_THRESH_LUPINE, calendar::turn, consumption_event::type_id, and item::typeId().

Referenced by comestible_inventory_preset::comestible_inventory_preset(), find_auto_consume(), item::food_info(), and modify_morale().

◆ get_acquirable_energy() [1/2]

int Character::get_acquirable_energy ( const item it) const

Definition at line 1472 of file consumption.cpp.

1473{
1475}

References get_acquirable_energy(), and get_cbm_rechargeable_with().

◆ get_acquirable_energy() [2/2]

int Character::get_acquirable_energy ( const item it,
rechargeable_cbm  cbm 
) const

Definition at line 1426 of file consumption.cpp.

1427{
1428 switch( cbm ) {
1430 break;
1431
1433 if( it.charges > 0 ) {
1434 const auto iter = plut_charges.find( it.typeId() );
1435 return iter != plut_charges.end() ? it.charges * iter->second : 0;
1436 }
1437
1438 break;
1439
1441 units::volume consumed_vol = it.volume();
1442 units::mass consumed_mass = it.weight();
1444 const double n_stacks = static_cast<double>( it.charges_per_volume( furnace_max_volume ) ) /
1445 it.type->stack_size;
1446 consumed_vol = it.type->volume * n_stacks;
1447 // it.type->weight is in 10g units?
1448 consumed_mass = it.type->weight * 10 * n_stacks;
1449 }
1450 int amount = ( consumed_vol / 250_ml + consumed_mass / 1_gram ) / 9;
1451
1452 // TODO: JSONize.
1453 if( it.made_of( material_id( "leather" ) ) ) {
1454 amount /= 4;
1455 }
1456 if( it.made_of( material_id( "wood" ) ) ) {
1457 amount /= 2;
1458 }
1459
1460 return amount;
1461 }
1464 const int to_consume = std::min( it.charges, bid->fuel_capacity );
1465 const int to_charge = static_cast<int>( it.fuel_energy() * to_consume * bid->fuel_efficiency );
1466 return to_charge;
1467 }
1468
1469 return 0;
1470}
int fuel_capacity
How much fuel this bionic can hold.
Definition: bionics.h:65
units::mass weight
Weight of item ( or each stack member )
Definition: itype.h:967
int stack_size
Number of items per above volume for count_by_charges items.
Definition: itype.h:984
units::volume volume
Space occupied by items of this type CAUTION: value given is for a default-sized stack.
Definition: itype.h:976

References item::charges, item::charges_per_volume(), item::count_by_charges(), bionic_data::fuel_capacity, bionic_data::fuel_efficiency, item::fuel_energy(), furnace, furnace_max_volume, get_bionic_fueled_with(), get_most_efficient_bionic(), item::made_of(), none, other, plut_charges, reactor, itype::stack_size, item::type, item::typeId(), item::volume(), itype::volume, item::weight(), and itype::weight.

Referenced by feed_furnace_with(), feed_reactor_with(), and get_acquirable_energy().

◆ get_aim_types()

std::vector< aim_type > Character::get_aim_types ( const item gun) const

Definition at line 1630 of file ranged.cpp.

1631{
1632 std::vector<aim_type> aim_types = get_default_aim_type();
1633 if( !gun.is_gun() ) {
1634 return aim_types;
1635 }
1636 int sight_dispersion = effective_dispersion( gun.sight_dispersion() );
1637 // Aiming thresholds are dependent on weapon sight dispersion, attempting to place thresholds
1638 // at 10%, 5% and 0% of the difference between MAX_RECOIL and sight dispersion.
1639 std::vector<int> thresholds = {
1640 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 10.0 ) + sight_dispersion ),
1641 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 20.0 ) + sight_dispersion ),
1642 static_cast<int>( sight_dispersion )
1643 };
1644 // Remove duplicate thresholds.
1645 std::vector<int>::iterator thresholds_it = std::adjacent_find( thresholds.begin(),
1646 thresholds.end() );
1647 while( thresholds_it != thresholds.end() ) {
1648 thresholds.erase( thresholds_it );
1649 thresholds_it = std::adjacent_find( thresholds.begin(), thresholds.end() );
1650 }
1651 thresholds_it = thresholds.begin();
1652 aim_types.push_back( aim_type { _( "Regular" ), "AIMED_SHOT", _( "[%c] to aim and fire." ),
1653 true, *thresholds_it } );
1654 thresholds_it++;
1655 if( thresholds_it != thresholds.end() ) {
1656 aim_types.push_back( aim_type { _( "Careful" ), "CAREFUL_SHOT",
1657 _( "[%c] to take careful aim and fire." ), true,
1658 *thresholds_it } );
1659 thresholds_it++;
1660 }
1661 if( thresholds_it != thresholds.end() ) {
1662 aim_types.push_back( aim_type { _( "Precise" ), "PRECISE_SHOT",
1663 _( "[%c] to take precise aim and fire." ), true,
1664 *thresholds_it } );
1665 }
1666 return aim_types;
1667}
int effective_dispersion(int dispersion) const
Definition: character.cpp:574
int sight_dispersion() const
Get lowest dispersion of either integral or any attached sights.
Definition: item.cpp:7135
static std::vector< aim_type > get_default_aim_type()
Definition: ranged.cpp:1329

References _, effective_dispersion(), get_default_aim_type(), item::is_gun(), MAX_RECOIL, and item::sight_dispersion().

Referenced by item::gun_info(), target_ui::init_window_and_input(), and print_aim().

◆ get_all_armor_type()

std::map< bodypart_id, int > Character::get_all_armor_type ( damage_type  dt,
const std::map< bodypart_id, std::vector< const item * > > &  clothing_map 
) const

Definition at line 6937 of file character.cpp.

6939{
6940 std::map<bodypart_id, int> ret;
6941 for( const bodypart_id &bp : get_all_body_parts() ) {
6942 ret.emplace( bp, 0 );
6943 }
6944
6945 for( std::pair<const bodypart_id, int> &per_bp : ret ) {
6946 const bodypart_id &bp = per_bp.first;
6947 switch( dt ) {
6948 case DT_TRUE:
6949 case DT_BIOLOGICAL:
6950 // Characters cannot resist this
6951 return ret;
6952 /* BASH, CUT, STAB, and BULLET don't benefit from the clothing_map optimization */
6953 // TODO: Fix that
6954 case DT_BASH:
6955 per_bp.second += get_armor_bash( bp );
6956 break;
6957 case DT_CUT:
6958 per_bp.second += get_armor_cut( bp );
6959 break;
6960 case DT_STAB:
6961 per_bp.second += get_armor_cut( bp ) * 0.8f;
6962 break;
6963 case DT_BULLET:
6964 per_bp.second += get_armor_bullet( bp );
6965 break;
6966 case DT_ACID:
6967 case DT_HEAT:
6968 case DT_COLD:
6969 case DT_ELECTRIC: {
6970 for( const item *it : clothing_map.at( bp ) ) {
6971 per_bp.second += it->damage_resist( dt );
6972 }
6973
6974 per_bp.second += mutation_armor( bp, dt );
6975 break;
6976 }
6977 case DT_NULL:
6978 case NUM_DT:
6979 debugmsg( "Invalid damage type: %d", dt );
6980 return ret;
6981 }
6982 }
6983
6984 return ret;
6985}
int get_armor_cut(bodypart_id bp) const override
Returns overall cutting resistance for the body_part.
Definition: character.cpp:6888
int get_armor_bullet(bodypart_id bp) const override
Returns overall bullet resistance for the body_part.
Definition: character.cpp:6893
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6883
resistances mutation_armor(bodypart_id bp) const
Returns resistances on a body part provided by mutations.
Definition: character.cpp:6407
@ DT_TRUE
Definition: damage.h:22
@ DT_NULL
Definition: damage.h:21
@ NUM_DT
Definition: damage.h:32
@ DT_BIOLOGICAL
Definition: damage.h:23

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, Creature::get_all_body_parts(), get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, and cata::hash64_detail::ret.

Referenced by get_armor_fire().

◆ get_all_skills()

const SkillLevelMap & Character::get_all_skills ( ) const

Definition at line 3398 of file character.cpp.

3399{
3400 return *_skills;
3401}

References _skills.

Referenced by player::has_recipe_requirements(), lighting_crafting_speed_multiplier(), set_skills(), and memorial_logger::write().

◆ get_ammo()

std::vector< const item * > Character::get_ammo ( const ammotype at) const

Returns the items that are ammo and have the matching ammo type.

Definition at line 2641 of file character.cpp.

2642{
2643 return items_with( [at]( const item & it ) {
2644 return it.ammo_type() == at;
2645 } );
2646}
ammotype ammo_type() const
Ammo type of an ammo item.
Definition: item.cpp:7467

References item::ammo_type(), and visitable< Character >::items_with().

Referenced by item::color_in_inventory(), and npc::decide_needs().

◆ get_armor_acid()

int Character::get_armor_acid ( bodypart_id  bp) const

Returns overall acid resistance for the body part.

Definition at line 7068 of file character.cpp.

7069{
7070 return get_armor_type( DT_ACID, bp );
7071}
int get_armor_type(damage_type dt, bodypart_id bp) const override
Returns overall resistance to given type on the bod part.
Definition: character.cpp:6899

References DT_ACID, and get_armor_type().

◆ get_armor_bash()

int Character::get_armor_bash ( bodypart_id  bp) const
overridevirtual

Returns overall bashing resistance for the body_part.

Reimplemented from Creature.

Definition at line 6883 of file character.cpp.

6884{
6886}
int get_armor_bash_base(bodypart_id bp) const override
Returns bashing resistance from the creature and armor only.
Definition: character.cpp:6987
int armor_bash_bonus
Definition: creature.h:820

References Creature::armor_bash_bonus, and get_armor_bash_base().

Referenced by get_all_armor_type(), get_armor_type(), game::get_dangerous_tile(), and game::place_player().

◆ get_armor_bash_base()

int Character::get_armor_bash_base ( bodypart_id  bp) const
overridevirtual

Returns bashing resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 6987 of file character.cpp.

6988{
6989 int ret = 0;
6990 for( auto &i : worn ) {
6991 if( i.covers( bp->token ) ) {
6992 ret += i.bash_resist();
6993 }
6994 }
6995 for( const bionic_id &bid : get_bionics() ) {
6996 const auto bash_prot = bid->bash_protec.find( bp.id() );
6997 if( bash_prot != bid->bash_protec.end() ) {
6998 ret += bash_prot->second;
6999 }
7000 }
7001
7002 ret += mutation_armor( bp, DT_BASH );
7003 return ret;
7004}

References DT_BASH, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bash().

◆ get_armor_bullet()

int Character::get_armor_bullet ( bodypart_id  bp) const
overridevirtual

Returns overall bullet resistance for the body_part.

Reimplemented from Creature.

Definition at line 6893 of file character.cpp.

6894{
6896}
int get_armor_bullet_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7025
int armor_bullet_bonus
Definition: creature.h:822

References Creature::armor_bullet_bonus, and get_armor_bullet_base().

Referenced by get_all_armor_type(), and get_armor_type().

◆ get_armor_bullet_base()

int Character::get_armor_bullet_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7025 of file character.cpp.

7026{
7027 int ret = 0;
7028 for( auto &i : worn ) {
7029 if( i.covers( bp->token ) ) {
7030 ret += i.bullet_resist();
7031 }
7032 }
7033
7034 for( const bionic_id &bid : get_bionics() ) {
7035 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
7036 if( bullet_prot != bid->bullet_protec.end() ) {
7037 ret += bullet_prot->second;
7038 }
7039 }
7040
7041 ret += mutation_armor( bp, DT_BULLET );
7042 return ret;
7043}

References DT_BULLET, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bullet().

◆ get_armor_cut()

int Character::get_armor_cut ( bodypart_id  bp) const
overridevirtual

Returns overall cutting resistance for the body_part.

Reimplemented from Creature.

Definition at line 6888 of file character.cpp.

6889{
6890 return get_armor_cut_base( bp ) + armor_cut_bonus;
6891}
int get_armor_cut_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7006
int armor_cut_bonus
Definition: creature.h:821

References Creature::armor_cut_bonus, and get_armor_cut_base().

Referenced by get_all_armor_type(), get_armor_type(), and map::player_in_field().

◆ get_armor_cut_base()

int Character::get_armor_cut_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7006 of file character.cpp.

7007{
7008 int ret = 0;
7009 for( auto &i : worn ) {
7010 if( i.covers( bp->token ) ) {
7011 ret += i.cut_resist();
7012 }
7013 }
7014 for( const bionic_id &bid : get_bionics() ) {
7015 const auto cut_prot = bid->cut_protec.find( bp.id() );
7016 if( cut_prot != bid->cut_protec.end() ) {
7017 ret += cut_prot->second;
7018 }
7019 }
7020
7021 ret += mutation_armor( bp, DT_CUT );
7022 return ret;
7023}

References DT_CUT, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_cut().

◆ get_armor_fire()

std::map< bodypart_id, int > Character::get_armor_fire ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns overall fire resistance.

Definition at line 8291 of file character.cpp.

8293{
8294 return get_all_armor_type( DT_HEAT, clothing_map );
8295}
std::map< bodypart_id, int > get_all_armor_type(damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Definition: character.cpp:6937

References DT_HEAT, and get_all_armor_type().

Referenced by update_bodytemp().

◆ get_armor_type()

int Character::get_armor_type ( damage_type  dt,
bodypart_id  bp 
) const
overridevirtual

Returns overall resistance to given type on the bod part.

Implements Creature.

Definition at line 6899 of file character.cpp.

6900{
6901 switch( dt ) {
6902 case DT_TRUE:
6903 case DT_BIOLOGICAL:
6904 return 0;
6905 case DT_BASH:
6906 return get_armor_bash( bp );
6907 case DT_CUT:
6908 return get_armor_cut( bp );
6909 case DT_STAB:
6910 return get_armor_cut( bp ) * 0.8f;
6911 case DT_BULLET:
6912 return get_armor_bullet( bp );
6913 case DT_ACID:
6914 case DT_HEAT:
6915 case DT_COLD:
6916 case DT_ELECTRIC: {
6917 int ret = 0;
6918 for( auto &i : worn ) {
6919 if( i.covers( bp->token ) ) {
6920 ret += i.damage_resist( dt );
6921 }
6922 }
6923
6924 ret += mutation_armor( bp, dt );
6925 return ret;
6926 }
6927 case DT_NULL:
6928 case NUM_DT:
6929 // Let it error below
6930 break;
6931 }
6932
6933 debugmsg( "Invalid damage type: %d", dt );
6934 return 0;
6935}

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, cata::hash64_detail::ret, and worn.

Referenced by map::burn_body_part(), get_armor_acid(), and is_immune_field().

◆ get_auto_move_route()

std::vector< tripoint > & Character::get_auto_move_route ( )

Definition at line 10437 of file character.cpp.

10438{
10439 return auto_move_route;
10440}

References auto_move_route.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), npc::move(), and npc::move_to().

◆ get_base_traits()

std::vector< trait_id > Character::get_base_traits ( ) const

Get the idents of all base traits.

Definition at line 2852 of file newcharacter.cpp.

2853{
2854 return std::vector<trait_id>( my_traits.begin(), my_traits.end() );
2855}

References my_traits.

Referenced by avatar::create(), and set_description().

◆ get_bionic_fueled_with()

std::vector< bionic_id > Character::get_bionic_fueled_with ( const item it) const

Return bionic_id of bionics able to use it as fuel.

Definition at line 1980 of file character.cpp.

1981{
1982 std::vector<bionic_id> bionics;
1983
1984 for( const bionic_id &bid : get_bionics() ) {
1985 for( const itype_id &fuel : bid->fuel_opts ) {
1986 if( fuel == it.typeId() ) {
1987 bionics.emplace_back( bid );
1988 }
1989 }
1990 }
1991
1992 return bionics;
1993}

References get_bionics(), and item::typeId().

Referenced by burn_move_stamina(), fuel_bionic_with(), get_acquirable_energy(), game::on_move_effects(), reset_remote_fuel(), and update_fuel_storage().

◆ get_bionic_state()

bionic & Character::get_bionic_state ( const bionic_id id)

Get state of bionic with given id.

Definition at line 1918 of file character.cpp.

1919{
1920 for( bionic &b : *my_bionics ) {
1921 if( id == b.id ) {
1922 return b;
1923 }
1924 }
1925 debugmsg( "tried to get state of non-existent bionic with id \"%s\"", id );
1926 std::abort();
1927}

References b, debugmsg, and my_bionics.

Referenced by absorb_hit(), npc::activate_bionic_by_id(), npc::deactivate_bionic_by_id(), and npc::use_bionic_by_id().

◆ get_bionics()

◆ get_cbm_rechargeable_with()

rechargeable_cbm Character::get_cbm_rechargeable_with ( const item it) const

Definition at line 1409 of file consumption.cpp.

1410{
1411 if( can_feed_reactor_with( it ) ) {
1413 }
1414
1415 if( can_feed_furnace_with( it ) ) {
1417 }
1418
1419 if( can_fuel_bionic_with( it ) ) {
1421 }
1422
1424}

References can_feed_furnace_with(), can_feed_reactor_with(), can_fuel_bionic_with(), furnace, none, other, and reactor.

Referenced by can_consume_for_bionic(), and get_acquirable_energy().

◆ get_check_encumbrance()

bool Character::get_check_encumbrance ( )
inline

Definition at line 1971 of file character.h.

1971 {
1972 return check_encumbrance;
1973 }

References check_encumbrance.

Referenced by process_items().

◆ get_consumable_from()

item & Character::get_consumable_from ( item it) const

Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise.

WARNING: consumable does not necessarily guarantee the comestible type.

Definition at line 1502 of file consumption.cpp.

1503{
1504 if( !it.is_container_empty() && can_consume_as_is( it.contents.front() ) ) {
1505 return it.contents.front();
1506 } else if( can_consume_as_is( it ) ) {
1507 return it;
1508 }
1509
1510 static item null_comestible;
1511 // Since it's not const.
1512 null_comestible = item();
1513 return null_comestible;
1514}

References can_consume_as_is(), item::contents, item_contents::front(), and item::is_container_empty().

Referenced by player::consume_item(), and find_auto_consume().

◆ get_dependent_worn_items()

std::list< item * > Character::get_dependent_worn_items ( const item it) const

Returns all items that must be taken off before taking off this item.

Definition at line 2530 of file character.cpp.

2531{
2532 std::list<item *> dependent;
2533 // Adds dependent worn items recursively
2534 const std::function<void( const item &it )> add_dependent = [&]( const item & it ) {
2535 for( const item &wit : worn ) {
2536 if( &wit == &it || !wit.is_worn_only_with( it ) ) {
2537 continue;
2538 }
2539 const auto iter = std::find_if( dependent.begin(), dependent.end(),
2540 [&wit]( const item * dit ) {
2541 return &wit == dit;
2542 } );
2543 if( iter == dependent.end() ) { // Not in the list yet
2544 add_dependent( wit );
2545 dependent.push_back( const_cast<item *>( & wit ) );
2546 }
2547 }
2548 };
2549
2550 if( is_worn( it ) ) {
2551 add_dependent( it );
2552 }
2553
2554 return dependent;
2555}

References is_worn(), item::is_worn_only_with(), and worn.

Referenced by player::can_takeoff(), and pickup::reorder_for_dropping().

◆ get_destination_activity()

player_activity Character::get_destination_activity ( ) const

Definition at line 1083 of file character.cpp.

1084{
1085 return destination_activity;
1086}

References destination_activity.

Referenced by has_destination_activity(), has_distant_destination(), and start_destination_activity().

◆ get_dex()

◆ get_dex_base()

int Character::get_dex_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4097 of file character.cpp.

4098{
4099 return dex_max;
4100}

References dex_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_dex(), and avatar::get_dex_base().

◆ get_dex_bonus()

int Character::get_dex_bonus ( ) const
virtual

Definition at line 4114 of file character.cpp.

4115{
4116 return dex_bonus;
4117}

References dex_bonus.

Referenced by reset_stats().

◆ get_dodge()

float Character::get_dodge ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 806 of file melee.cpp.

807{
808 //If we're asleep or busy we can't dodge
810 return 0.0f;
811 }
812
813 float ret = Creature::get_dodge();
814 // Chop in half if we are unable to move
817 ret /= 2;
818 }
819
820 if( has_effect( effect_grabbed ) ) {
821 int zed_number = 0;
822 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
823 const monster *const mon = g->critter_at<monster>( dest );
824 if( mon && mon->has_effect( effect_grabbing ) ) {
825 zed_number++;
826 }
827 }
828 ret *= 1.0f - ( 0.25f * zed_number );
829 }
830
831 if( worn_with_flag( "ROLLER_INLINE" ) ||
832 worn_with_flag( "ROLLER_QUAD" ) ||
833 worn_with_flag( "ROLLER_ONE" ) ) {
834 ret /= has_trait( trait_PROF_SKATER ) ? 2 : 5;
835 }
836
838 ret /= 4;
839 }
840
841 // Each dodge after the first subtracts equivalent of 2 points of dodge skill
842 if( dodges_left <= 0 ) {
843 ret += dodges_left * 2 - 2;
844 }
845
846 return std::max( 0.0f, ret );
847}
int dodges_left
Definition: character.h:590
virtual float get_dodge() const
Definition: creature.cpp:1513
static const efftype_id effect_lightsnare("lightsnare")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_bouldering("bouldering")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_heavysnare("heavysnare")
static const trait_id trait_PROF_SKATER("PROF_SKATER")

References dodges_left, effect_beartrap, effect_bouldering, effect_grabbed, effect_grabbing, effect_heavysnare, effect_lightsnare, effect_narcosis, g, Creature::get_dodge(), Creature::has_effect(), has_trait(), in_sleep_state(), pos(), cata::hash64_detail::ret, trait_PROF_SKATER, and worn_with_flag().

Referenced by npc::character_danger(), trapfunc::crossbow(), dodge_roll(), draw_skills_tab(), forced_dismount(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), mattack::science(), trapfunc::shotgun(), and game::update_stair_monsters().

◆ get_dodge_base()

float Character::get_dodge_base ( ) const
overridevirtual

Combat getters.

Dexterity increases dodge base Dodge increases dodge_base

Implements Creature.

Definition at line 5718 of file character.cpp.

5719{
5720 /** @EFFECT_DEX increases dodge base */
5721 /** @EFFECT_DODGE increases dodge_base */
5722 return get_dex() / 2.0f + get_skill_level( skill_dodge );
5723}

References get_dex(), get_skill_level(), and skill_dodge.

◆ get_effective_efficiency()

float Character::get_effective_efficiency ( bionic bio,
float  fuel_efficiency 
)

Applies modifier to fuel_efficiency and returns the resulting efficiency.

Definition at line 1469 of file bionics.cpp.

1470{
1471 const cata::optional<float> &coverage_penalty = bio.info().coverage_power_gen_penalty;
1472 float effective_efficiency = fuel_efficiency;
1473 if( coverage_penalty ) {
1474 int coverage = 0;
1475 const std::map< bodypart_str_id, int > &occupied_bodyparts = bio.info().occupied_bodyparts;
1476 for( const std::pair< const bodypart_str_id, int > &elem : occupied_bodyparts ) {
1477 for( const item &i : worn ) {
1478 if( i.covers( elem.first->token ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
1479 !i.has_flag( flag_SEMITANGIBLE ) &&
1480 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
1481 coverage += i.get_coverage();
1482 }
1483 }
1484 }
1485 effective_efficiency = fuel_efficiency * ( 1.0 - ( coverage / ( 100.0 *
1486 occupied_bodyparts.size() ) )
1487 * coverage_penalty.value() );
1488 }
1489 return effective_efficiency;
1490}
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const std::string flag_AURA("AURA")
static const std::string flag_PERSONAL("PERSONAL")
cata::optional< float > coverage_power_gen_penalty
Fraction of coverage diminishing fuel_efficiency.
Definition: bionics.h:71

References bionic_data::coverage_power_gen_penalty, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), bionic::info(), bionic_data::occupied_bodyparts, cata::optional< T >::value(), and worn.

Referenced by burn_fuel(), and passive_power_gen().

◆ get_encumbrance() [1/2]

char_encumbrance_data Character::get_encumbrance ( ) const

Get encumbrance for all body parts.

Definition at line 3692 of file character.cpp.

3693{
3694 return *encumbrance_cache;
3695}

References encumbrance_cache.

Referenced by item::on_wear(), character_display::print_encumbrance(), and should_combine_bps().

◆ get_encumbrance() [2/2]

char_encumbrance_data Character::get_encumbrance ( const item new_item) const

Get encumbrance for all body parts as if new_item was also worn.

Definition at line 3697 of file character.cpp.

3698{
3699 return calc_encumbrance( new_item );
3700}

References calc_encumbrance().

◆ get_env_resist()

int Character::get_env_resist ( bodypart_id  bp) const
overridevirtual

Returns overall env_resist on a body_part.

Reimplemented from Creature.

Definition at line 7045 of file character.cpp.

7046{
7047 int ret = 0;
7048 for( auto &i : worn ) {
7049 // Head protection works on eyes too (e.g. baseball cap)
7050 if( i.covers( bp->token ) || ( bp == bodypart_id( "eyes" ) && i.covers( bp_head ) ) ) {
7051 ret += i.get_env_resist();
7052 }
7053 }
7054
7055 for( const bionic_id &bid : get_bionics() ) {
7056 const auto EP = bid->env_protec.find( bp.id() );
7057 if( ( !bid->activated || has_active_bionic( bid ) ) && EP != bid->env_protec.end() ) {
7058 ret += EP->second;
7059 }
7060 }
7061
7062 if( bp == bodypart_id( "eyes" ) && has_trait( trait_SEESLEEP ) ) {
7063 ret += 8;
7064 }
7065 return ret;
7066}
static const trait_id trait_SEESLEEP("SEESLEEP")

References bp_head, get_bionics(), has_active_bionic(), has_trait(), int_id< T >::id(), cata::hash64_detail::ret, trait_SEESLEEP, and worn.

Referenced by iexamine::flower_poppy(), is_immune_field(), and map::player_in_field().

◆ get_faction()

virtual faction * Character::get_faction ( ) const
inlinevirtual

Reimplemented in avatar, and npc.

Definition at line 369 of file character.h.

369 {
370 return nullptr;
371 }

Referenced by complete_craft(), npc::consume_food_from_camp(), basecamp::faction_display(), vehicle::handle_potential_theft(), and npc::has_faction_relationship().

◆ get_fastest_sight()

std::pair< int, int > Character::get_fastest_sight ( const item gun,
double  recoil 
) const

Definition at line 584 of file character.cpp.

585{
586 // Get fastest sight that can be used to improve aim further below @ref recoil.
587 int sight_speed_modifier = INT_MIN;
588 int limit = 0;
589 if( effective_dispersion( gun.type->gun->sight_dispersion ) < recoil ) {
590 sight_speed_modifier = gun.has_flag( flag_DISABLE_SIGHTS ) ? 0 : 6;
591 limit = effective_dispersion( gun.type->gun->sight_dispersion );
592 }
593
594 for( const auto e : gun.gunmods() ) {
595 const islot_gunmod &mod = *e->type->gunmod;
596 if( mod.sight_dispersion < 0 || mod.aim_speed < 0 ) {
597 continue; // skip gunmods which don't provide a sight
598 }
599 if( effective_dispersion( mod.sight_dispersion ) < recoil &&
600 mod.aim_speed > sight_speed_modifier ) {
601 sight_speed_modifier = mod.aim_speed;
602 limit = effective_dispersion( mod.sight_dispersion );
603 }
604 }
605 return std::make_pair( sight_speed_modifier, limit );
606}
static const std::string flag_DISABLE_SIGHTS("DISABLE_SIGHTS")
std::vector< item * > gunmods()
Returns all gunmods currently attached to this item (always empty if item not a gun)
Definition: item.cpp:7614
cata::value_ptr< islot_gun > gun
Definition: itype.h:859

References effective_dispersion(), flag_DISABLE_SIGHTS(), itype::gun, item::gunmods(), item::has_flag(), recoil, and item::type.

Referenced by aim_per_move().

◆ get_fatigue()

◆ get_fatigue_description()

std::pair< std::string, nc_color > Character::get_fatigue_description ( ) const

Definition at line 4408 of file character.cpp.

4409{
4410 int fatigue = get_fatigue();
4411 std::string fatigue_string;
4412 nc_color fatigue_color = c_white;
4414 fatigue_color = c_red;
4415 fatigue_string = _( "Exhausted" );
4416 } else if( fatigue > fatigue_levels::dead_tired ) {
4417 fatigue_color = c_light_red;
4418 fatigue_string = _( "Dead Tired" );
4419 } else if( fatigue > fatigue_levels::tired ) {
4420 fatigue_color = c_yellow;
4421 fatigue_string = _( "Tired" );
4422 }
4423 return std::make_pair( fatigue_string, fatigue_color );
4424}

References _, c_light_red, c_red, c_white, c_yellow, dead_tired, exhausted, fatigue, get_fatigue(), and tired.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), spell::energy_cur_string(), npc::faction_display(), and get_consume_needs_hint().

◆ get_free_bionics_slots()

int Character::get_free_bionics_slots ( const bodypart_id bp) const

Definition at line 2510 of file bionics.cpp.

2511{
2513}
int get_total_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2505
int get_used_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2477

References get_total_bionics_slots(), and get_used_bionics_slots().

Referenced by bionic_installation_issues(), and show_bionics_ui().

◆ get_fuel_available()

std::vector< itype_id > Character::get_fuel_available ( const bionic_id bio) const

Return list of available fuel for this bionic.

Definition at line 2128 of file character.cpp.

2129{
2130 std::vector<itype_id> stored_fuels;
2131 for( const itype_id &fuel : bio->fuel_opts ) {
2132 const item tmp_fuel( fuel );
2133 if( !get_value( fuel.str() ).empty() || tmp_fuel.has_flag( flag_PERPETUAL ) ) {
2134 stored_fuels.emplace_back( fuel );
2135 }
2136 }
2137 return stored_fuels;
2138}
static const std::string flag_PERPETUAL("PERPETUAL")

References flag_PERPETUAL(), bionic_data::fuel_opts, Creature::get_value(), item::has_flag(), and string_id< T >::str().

Referenced by burn_fuel(), draw_bionics_titlebar(), passive_power_gen(), process_bionic(), and npc::recharge_cbm().

◆ get_fuel_capacity()

int Character::get_fuel_capacity ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2140 of file character.cpp.

2141{
2142 int amount_stored = 0;
2143 if( !get_value( fuel.str() ).empty() ) {
2144 amount_stored = std::stoi( get_value( fuel.str() ) );
2145 }
2146 int capacity = 0;
2147 for( const bionic_id &bid : get_bionics() ) {
2148 for( const itype_id &fl : bid->fuel_opts ) {
2149 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2150 if( fl == fuel ) {
2151 capacity += bid->fuel_capacity;
2152 }
2153 }
2154 }
2155 }
2156 return capacity - amount_stored;
2157}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by fuel_bionic_with().

◆ get_fueled_bionics()

std::vector< bionic_id > Character::get_fueled_bionics ( ) const

Return bionic_id of fueled bionics.

Definition at line 1995 of file character.cpp.

1996{
1997 std::vector<bionic_id> bionics;
1998 for( const bionic_id &bid : get_bionics() ) {
1999 if( !bid->fuel_opts.empty() ) {
2000 bionics.emplace_back( bid );
2001 }
2002 }
2003 return bionics;
2004}

References get_bionics().

Referenced by npc::recharge_cbm(), and npc::wants_to_recharge_cbm().

◆ get_grammatical_genders()

std::vector< std::string > Character::get_grammatical_genders ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 5982 of file character.cpp.

5983{
5984 if( male ) {
5985 return { "m" };
5986 } else {
5987 return { "f" };
5988 }
5989}

References male.

Referenced by translate_gendered_line().

◆ get_healthy()

int Character::get_healthy ( ) const
virtual

Getters for health values exclusive to characters.

Definition at line 4153 of file character.cpp.

4154{
4155 return healthy;
4156}

References healthy.

Referenced by debug_menu::character_edit_menu(), eff_fun_fungus(), eff_fun_spores(), expose_to_disease(), hardcoded_effects(), healing_rate(), healing_rate_medicine(), mend(), print_health(), process_one_effect(), and update_health().

◆ get_healthy_mod()

int Character::get_healthy_mod ( ) const
virtual

Definition at line 4157 of file character.cpp.

4158{
4159 return healthy_mod;
4160}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), process_one_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ get_highest_category()

std::string Character::get_highest_category ( ) const

Returns the highest mutation category.

Returns the mutation category with the highest strength.

Definition at line 7883 of file character.cpp.

7884{
7885 int iLevel = 0;
7886 std::string sMaxCat;
7887
7888 for( const std::pair<const std::string, int> &elem : mutation_category_level ) {
7889 if( elem.second > iLevel ) {
7890 sMaxCat = elem.first;
7891 iLevel = elem.second;
7892 } else if( elem.second == iLevel ) {
7893 sMaxCat.clear(); // no category on ties
7894 }
7895 }
7896 return sMaxCat;
7897}
std::map< std::string, int > mutation_category_level
Definition: character.h:1751

References mutation_category_level.

Referenced by hardcoded_effects(), old_mutate(), map::player_in_field(), and test_crossing_threshold().

◆ get_hit_base()

float Character::get_hit_base ( ) const
overridevirtual
Dexterity increases hit base, slightly

Implements Creature.

Definition at line 5724 of file character.cpp.

5725{
5726 /** @EFFECT_DEX increases hit base, slightly */
5727 return get_dex() / 4.0f;
5728}

References get_dex().

Referenced by get_melee_hit_base().

◆ get_hit_weapon()

float Character::get_hit_weapon ( const item weap) const

Gets melee accuracy component from weapon+skills.

Unarmed improves hit chance for unarmed weapons Bashing improves hit chance for bashing weapons Cutting improves hit chance for cutting weapons Stabbing improves hit chance for piercing weapons Melee improves hit chance for all items (including non-weapons)

Definition at line 274 of file melee.cpp.

275{
276 /** @EFFECT_UNARMED improves hit chance for unarmed weapons */
277 /** @EFFECT_BASHING improves hit chance for bashing weapons */
278 /** @EFFECT_CUTTING improves hit chance for cutting weapons */
279 /** @EFFECT_STABBING improves hit chance for piercing weapons */
280 auto skill = get_skill_level( weap.melee_skill() );
281
282 // CQB bionic acts as a lower bound providing item uses a weapon skill
283 if( skill < BIO_CQB_LEVEL && has_active_bionic( bio_cqb ) ) {
284 skill = BIO_CQB_LEVEL;
285 }
286
287 /** @EFFECT_MELEE improves hit chance for all items (including non-weapons) */
288 return ( skill / 3.0f ) + ( get_skill_level( skill_melee ) / 2.0f ) + weap.type->m_to_hit;
289}

References bio_cqb, BIO_CQB_LEVEL, get_skill_level(), has_active_bionic(), itype::m_to_hit, item::melee_skill(), skill_melee, and item::type.

Referenced by item::effective_dps(), and get_melee_hit_base().

◆ get_hostile_creatures()

std::vector< Creature * > Character::get_hostile_creatures ( int  range) const

Get all hostile creatures currently visible to this player.

Definition at line 10140 of file character.cpp.

10141{
10142 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10143 // Fixes circular distance range for ranged attacks
10144 float dist_to_creature = std::round( rl_dist_exact( pos(), critter.pos() ) );
10145 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10146 dist_to_creature <= range && critter.attitude_to( *this ) == A_HOSTILE
10147 && sees( critter );
10148 } );
10149}
virtual Attitude attitude_to(const Creature &other) const =0
Attitude (of this creature) towards another creature.
float rl_dist_exact(const tripoint &loc1, const tripoint &loc2)
Definition: line.cpp:292

References Creature::A_HOSTILE, Creature::attitude_to(), g, Creature::pos(), pos(), rl_dist_exact(), and sees().

◆ get_hunger_description()

std::pair< std::string, nc_color > Character::get_hunger_description ( ) const

Definition at line 4373 of file character.cpp.

4374{
4375 int total_kcal = stored_calories + stomach.get_calories();
4376 int max_kcal = max_stored_kcal();
4377 float days_left = static_cast<float>( total_kcal ) / bmr();
4378 float days_max = static_cast<float>( max_kcal ) / bmr();
4379 std::string hunger_string;
4380 nc_color hunger_color = c_white;
4381 if( days_left >= days_max ) {
4382 hunger_string = _( "Engorged" );
4383 hunger_color = c_green;
4384 } else if( days_max - days_left < 0.5f ) {
4385 hunger_string = _( "Sated" );
4386 hunger_color = c_green;
4387 } else if( days_max - days_left < 1.0f ) {
4388 hunger_string = _( "Hungry" );
4389 hunger_color = c_yellow;
4390 } else if( days_max / days_left < 2.0f ) {
4391 hunger_string = _( "Very Hungry" );
4392 hunger_color = c_yellow;
4393 } else if( days_left > 1 ) {
4394 hunger_string = _( "Famished" );
4395 hunger_color = c_light_red;
4396 } else {
4397 hunger_string = _( "Starving" );
4398 hunger_color = c_red;
4399 }
4400
4401 if( has_trait( trait_SELFAWARE ) ) {
4402 hunger_string = string_format( "%d kcal", total_kcal );
4403 }
4404
4405 return std::make_pair( hunger_string, hunger_color );
4406}
static const trait_id trait_SELFAWARE("SELFAWARE")

References _, bmr(), c_green, c_light_red, c_red, c_white, c_yellow, stomach_contents::get_calories(), has_trait(), max_stored_kcal(), stomach, stored_calories, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_int()

◆ get_int_base()

int Character::get_int_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4105 of file character.cpp.

4106{
4107 return int_max;
4108}

References int_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_int(), and avatar::get_int_base().

◆ get_int_bonus()

int Character::get_int_bonus ( ) const
virtual

Definition at line 4122 of file character.cpp.

4123{
4124 return int_bonus;
4125}

References int_bonus.

Referenced by reset_stats().

◆ get_item_position()

int Character::get_item_position ( const item it) const

Returns the item position (suitable for i_at or similar) of a specific item.

Returns INT_MIN if the item is not found. Note that this may lose some information, for example the returned position is the same when the given item points to the container and when it points to the item inside the container. All items that are part of the same stack have the same item position.

Definition at line 2459 of file character.cpp.

2460{
2461 if( weapon.has_item( *it ) ) {
2462 return -1;
2463 }
2464
2465 int p = 0;
2466 for( const auto &e : worn ) {
2467 if( e.has_item( *it ) ) {
2468 return worn_position_to_index( p );
2469 }
2470 p++;
2471 }
2472
2473 return inv.position_by_item( it );
2474}
static int worn_position_to_index(int position)
Definition: character.h:1108
int position_by_item(const item *it) const
Returns the item position of the stack that contains the given item (compared by pointers).
Definition: inventory.cpp:829
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:95

References visitable< T >::has_item(), inv, inventory::position_by_item(), weapon, worn, and worn_position_to_index().

Referenced by npc::alt_attack(), game::butcher(), iuse::chop_logs(), iuse::chop_tree(), chop_tree_activity(), convert_to_items(), damage_item(), iuse::fill_pit(), iuse::hacksaw(), monexamine::insert_battery(), iuse::makemound(), item_location::impl::item_on_person::obtain(), iuse::pack_item(), iuse::play_game(), iuse::radglove(), iuse::stimpack(), salvage_actor::try_to_cut_up(), pick_lock_actor::use(), musical_instrument_actor::use(), repair_item_actor::use(), sew_advanced_actor::use(), and avatar_action::wield().

◆ get_kcal_percent()

◆ get_learned_recipes()

const recipe_subset & Character::get_learned_recipes ( ) const

Returns all known recipes.

Definition at line 10485 of file character.cpp.

10486{
10487 if( *_skills != *autolearn_skills_stamp ) {
10488 for( const auto &r : recipe_dict.all_autolearn() ) {
10489 if( meets_skill_requirements( r->autolearn_requirements ) ) {
10490 learned_recipes->include( r );
10491 }
10492 }
10494 }
10495
10496 return *learned_recipes;
10497}
pimpl< recipe_subset > learned_recipes
Subset of learned recipes.
Definition: character.h:2132
pimpl< SkillLevelMap > autolearn_skills_stamp
Stamp of character skills.
Definition: character.h:2130
const std::set< const recipe * > & all_autolearn() const
Returns all recipes that can be automatically learned.

References _skills, recipe_dictionary::all_autolearn(), autolearn_skills_stamp, learned_recipes, meets_skill_requirements(), and recipe_dict.

Referenced by player::get_available_recipes(), knows_recipe(), peek_related_recipe(), and select_crafting_recipe().

◆ get_lowest_hp()

int Character::get_lowest_hp ( ) const

Definition at line 10279 of file character.cpp.

10280{
10281 // Set lowest_hp to an arbitrarily large number.
10282 int lowest_hp = 999;
10283 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
10284 const int cur_hp = elem.second.get_hp_cur();
10285 if( cur_hp < lowest_hp ) {
10286 lowest_hp = cur_hp;
10287 }
10288 }
10289 return lowest_hp;
10290}

References Creature::get_body().

Referenced by debug_menu::character_edit_menu().

◆ get_max_healthy()

int Character::get_max_healthy ( ) const

Definition at line 4555 of file character.cpp.

4556{
4557 return 200;
4558}

Referenced by update_health().

◆ get_max_power_level()

◆ get_melee_hit_base()

float Character::get_melee_hit_base ( ) const

Returns weapon skill.

Definition at line 291 of file melee.cpp.

292{
293 // Character::get_hit_base includes stat calculations already
295}
const item & used_weapon() const
Returns a reference to the item which will be used to make attacks.
Definition: melee.cpp:135
float get_hit_weapon(const item &weap) const
Gets melee accuracy component from weapon+skills.
Definition: melee.cpp:274
float get_hit_base() const override
Definition: character.cpp:5724
float mabuff_tohit_bonus() const
Returns the to hit bonus from martial arts buffs.

References get_hit_base(), get_hit_weapon(), mabuff_tohit_bonus(), and used_weapon().

Referenced by draw_stats_info(), hit_roll(), and set_stats().

◆ get_miss_reason()

std::string Character::get_miss_reason ( )

Returns an explanation for why the player would miss a melee attack.

Definition at line 329 of file melee.cpp.

330{
331 // everything that lowers accuracy in player::hit_roll()
332 // adding it in hit_roll() might not be safe if it's called multiple times
333 // in one turn
335 _( "Your torso encumbrance throws you off-balance." ),
336 roll_remainder( encumb( bp_torso ) / 10.0 ) );
337 const int farsightedness = 2 * ( has_trait( trait_HYPEROPIC ) &&
338 !worn_with_flag( "FIX_FARSIGHT" ) &&
341 _( "You can't hit reliably due to your farsightedness." ),
342 farsightedness );
343
344 const std::string *const reason = melee_miss_reasons.pick();
345 if( reason == nullptr ) {
346 return std::string();
347 }
348 return *reason;
349}
void add_miss_reason(const std::string &reason, unsigned int weight)
Adds a reason for why the player would miss a melee attack.
Definition: melee.cpp:318
static const efftype_id effect_contacts("contacts")
static const trait_id trait_HYPEROPIC("HYPEROPIC")

References _, add_miss_reason(), bp_torso, effect_contacts, encumb(), Creature::has_effect(), has_trait(), melee_miss_reasons, roll_remainder(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack().

◆ get_mod()

int Character::get_mod ( const trait_id mut,
const std::string &  arg 
) const
private

Retrieves a stat mod of a mutation.

Definition at line 195 of file mutation.cpp.

196{
197 auto &mod_data = mut->mods;
198 int ret = 0;
199 auto found = mod_data.find( std::make_pair( false, arg ) );
200 if( found != mod_data.end() ) {
201 ret += found->second;
202 }
203 return ret;
204}
detail::named_arg< Char, T > arg(const Char *name, const T &arg)
\rst Returns a named argument to be used in a formatting function.
Definition: fmtlib_core.h:1860
std::unordered_map< std::pair< bool, std::string >, int, cata::tuple_hash > mods
Key pair is <active: bool, mod type: "STR">
Definition: mutation.h:275

References arg(), mutation_branch::mods, and cata::hash64_detail::ret.

Referenced by apply_mods().

◆ get_mod_stat_from_bionic()

int Character::get_mod_stat_from_bionic ( const character_stat Stat) const

Get stat bonus from bionic.

Definition at line 2221 of file character.cpp.

2222{
2223 int ret = 0;
2224 for( const bionic_id &bid : get_bionics() ) {
2225 const auto St_bn = bid->stat_bonus.find( Stat );
2226 if( St_bn != bid->stat_bonus.end() ) {
2227 ret += St_bn->second;
2228 }
2229 }
2230 return ret;
2231}

References get_bionics(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ get_morale()

int Character::get_morale ( const morale_type type) const

Definition at line 9017 of file character.cpp.

9018{
9019 return morale->get( type );
9020}

References morale, and type.

◆ get_morale_level()

int Character::get_morale_level ( ) const

◆ get_most_accurate_sight()

int Character::get_most_accurate_sight ( const item gun) const

Definition at line 608 of file character.cpp.

609{
610 if( !gun.is_gun() ) {
611 return 0;
612 }
613
614 int limit = effective_dispersion( gun.type->gun->sight_dispersion );
615 for( const auto e : gun.gunmods() ) {
616 const islot_gunmod &mod = *e->type->gunmod;
617 if( mod.aim_speed >= 0 ) {
618 limit = std::min( limit, effective_dispersion( mod.sight_dispersion ) );
619 }
620 }
621
622 return limit;
623}

References effective_dispersion(), itype::gun, item::gunmods(), item::is_gun(), and item::type.

Referenced by npc::invalidate_range_cache(), and npc::method_of_attack().

◆ get_most_efficient_bionic()

bionic_id Character::get_most_efficient_bionic ( const std::vector< bionic_id > &  bids) const

Return bionic_id of bionic of most fuel efficient bionic.

Definition at line 2006 of file character.cpp.

2007{
2008 float temp_eff = 0;
2009 bionic_id bio( "null" );
2010 for( const bionic_id &bid : bids ) {
2011 if( bid->fuel_efficiency > temp_eff ) {
2012 temp_eff = bid->fuel_efficiency;
2013 bio = bid;
2014 }
2015 }
2016 return bio;
2017}

Referenced by fuel_bionic_with(), and get_acquirable_energy().

◆ get_movement_mode()

character_movemode Character::get_movement_mode ( ) const

Definition at line 1669 of file character.cpp.

1670{
1671 return move_mode;
1672}

References move_mode.

Referenced by cata_event_dispatch::avatar_moves().

◆ get_mutation_social_mods()

social_modifiers Character::get_mutation_social_mods ( ) const

Goes over all mutations, returning the sum of the social modifiers.

Definition at line 6580 of file character.cpp.

6581{
6582 social_modifiers mods;
6583 for( const mutation_branch *mut : cached_mutations ) {
6584 mods += mut->social_mods;
6585 }
6586
6587 return mods;
6588}

References cached_mutations.

Referenced by talk_trial::calc_chance().

◆ get_mutations()

std::vector< trait_id > Character::get_mutations ( bool  include_hidden = true) const

Get the idents of all traits/mutations.

Definition at line 2857 of file newcharacter.cpp.

2858{
2859 std::vector<trait_id> result;
2860 for( const std::pair<const trait_id, char_trait_data> &t : my_mutations ) {
2861 if( include_hidden || t.first.obj().player_display ) {
2862 result.push_back( t.first );
2863 }
2864 }
2865 for( const trait_id &ench_trait : enchantment_cache->get_mutations() ) {
2866 if( include_hidden || ench_trait->player_display ) {
2867 bool found = false;
2868 for( const trait_id &exist : result ) {
2869 if( exist == ench_trait ) {
2870 found = true;
2871 break;
2872 }
2873 }
2874 if( !found ) {
2875 result.push_back( ench_trait );
2876 }
2877 }
2878 }
2879 return result;
2880}

References enchantment_cache, and my_mutations.

Referenced by monster::attitude(), bodytemp_modifier_traits(), bodytemp_modifier_traits_floor(), can_eat(), can_install_cbm_on_bp(), can_use_heal_item(), can_wear(), check_and_recover_morale(), compute_default_effective_vitamins(), player::crafting_success_roll(), avatar::create(), crossed_threshold(), character_display::disp_info(), drench_mut_calc(), npc::form_opinion(), has_trait_flag(), is_category_allowed(), is_weak_to_water(), mod_healthy(), mut_cbm_encumb(), mutation_armor(), mutation_attacks(), item::mutations_from_wearing(), diary::new_page(), process_turn(), avatar::randomize(), reset_scenario(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), set_description(), set_highest_cat_level(), set_profession(), sleep(), update_type_of_scent(), visible_mutations(), vitamin_rate(), and memorial_logger::write().

◆ get_name()

std::string Character::get_name ( ) const
overridevirtual

Implements Creature.

Definition at line 5977 of file character.cpp.

5978{
5979 return name;
5980}

References name.

Referenced by apply_damage(), autodoc_internal(), debug_menu::character_edit_menu(), npc::die(), pour_into(), npc::set_omt_destination(), and game::vertical_move().

◆ get_next_auto_move_direction()

action_id Character::get_next_auto_move_direction ( )

Definition at line 10442 of file character.cpp.

10443{
10444 if( !has_destination() ) {
10445 return ACTION_NULL;
10446 }
10447
10449 if( pos() != *next_expected_position ) {
10450 // We're off course, possibly stumbling or stuck, cancel auto move
10451 return ACTION_NULL;
10452 }
10453 }
10454
10455 next_expected_position.emplace( auto_move_route.front() );
10456 auto_move_route.erase( auto_move_route.begin() );
10457
10459
10460 // Make sure the direction is just one step and that
10461 // all diagonal moves have 0 z component
10462 if( std::abs( dp.x ) > 1 || std::abs( dp.y ) > 1 || std::abs( dp.z ) > 1 ||
10463 ( std::abs( dp.z ) != 0 && ( std::abs( dp.x ) != 0 || std::abs( dp.y ) != 0 ) ) ) {
10464 // Should never happen, but check just in case
10465 return ACTION_NULL;
10466 }
10468}
action_id get_movement_action_from_delta(const tripoint &d, const iso_rotate rot)
Translate coordinate delta into movement action.
Definition: action.cpp:484
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
int y
Definition: point.h:151
int z
Definition: point.h:152
int x
Definition: point.h:150

References ACTION_NULL, auto_move_route, get_movement_action_from_delta(), has_destination(), next_expected_position, pos(), tripoint::x, tripoint::y, yes, and tripoint::z.

Referenced by game::handle_action(), and game::try_get_left_click_action().

◆ get_npc_ai_info_cache()

cata::optional< double > Character::get_npc_ai_info_cache ( const std::string &  key) const

Definition at line 10542 of file character.cpp.

10543{
10544 auto it = npc_ai_info_cache.find( key );
10545 if( it == npc_ai_info_cache.end() ) {
10546 return cata::nullopt;
10547 } else {
10548 return it->second;
10549 }
10550}

References npc_ai_info_cache, and cata::nullopt.

Referenced by npc::find_reloadable(), and npc_ai::weapon_value().

◆ get_overlay_ids()

std::vector< std::string > Character::get_overlay_ids ( ) const

Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest".

Only required for rendering.

Definition at line 3348 of file character.cpp.

3349{
3350 std::vector<std::string> rval;
3351 std::multimap<int, std::string> mutation_sorting;
3352 int order;
3353 std::string overlay_id;
3354
3355 // first get effects
3356 for( const auto &eff_pr : *effects ) {
3357 if( !eff_pr.second.begin()->second.is_removed() ) {
3358 rval.push_back( "effect_" + eff_pr.first.str() );
3359 }
3360 }
3361
3362 // then get mutations
3363 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
3364 overlay_id = ( mut.second.powered ? "active_" : "" ) + mut.first.str();
3365 order = get_overlay_order_of_mutation( overlay_id );
3366 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3367 }
3368
3369 // then get bionics
3370 for( const bionic &bio : *my_bionics ) {
3371 overlay_id = ( bio.powered ? "active_" : "" ) + bio.id.str();
3372 order = get_overlay_order_of_mutation( overlay_id );
3373 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3374 }
3375
3376 for( auto &mutorder : mutation_sorting ) {
3377 rval.push_back( "mutation_" + mutorder.second );
3378 }
3379
3380 // next clothing
3381 // TODO: worry about correct order of clothing overlays
3382 for( const item &worn_item : worn ) {
3383 rval.push_back( "worn_" + worn_item.typeId().str() );
3384 }
3385
3386 // last weapon
3387 // TODO: might there be clothing that covers the weapon?
3388 if( is_armed() ) {
3389 rval.push_back( "wielded_" + weapon.typeId().str() );
3390 }
3391
3392 if( move_mode != CMM_WALK ) {
3393 rval.push_back( io::enum_to_string( move_mode ) );
3394 }
3395 return rval;
3396}
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
std::string enum_to_string(E)
int get_overlay_order_of_mutation(const std::string &mutation_id_string)

References CMM_WALK, Creature::effects, io::enum_to_string(), get_overlay_order_of_mutation(), is_armed(), move_mode, my_bionics, my_mutations, string_id< T >::str(), item::typeId(), weapon, and worn.

◆ get_pain_description()

std::pair< std::string, nc_color > Character::get_pain_description ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 4477 of file character.cpp.

4478{
4479 const std::pair<std::string, nc_color> pain = Creature::get_pain_description();
4480 nc_color pain_color = pain.second;
4481 std::string pain_string;
4482 // get pain color
4483 if( get_perceived_pain() >= 60 ) {
4484 pain_color = c_red;
4485 } else if( get_perceived_pain() >= 40 ) {
4486 pain_color = c_light_red;
4487 }
4488 // get pain string
4490 get_perceived_pain() > 0 ) {
4491 pain_string = string_format( "%s %d", _( "Pain " ), get_perceived_pain() );
4492 } else if( get_perceived_pain() > 0 ) {
4493 pain_string = pain.first;
4494 }
4495 return std::make_pair( pain_string, pain_color );
4496}
static const efftype_id effect_got_checked("got_checked")
virtual std::pair< std::string, nc_color > get_pain_description() const
Definition: creature.cpp:1381
int pain
Definition: creature.h:888

References _, c_light_red, c_red, effect_got_checked, Creature::get_pain_description(), get_perceived_pain(), Creature::has_effect(), has_trait(), Creature::pain, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), and get_consume_needs_hint().

◆ get_painkiller()

int Character::get_painkiller ( ) const

◆ get_path_avoid()

std::set< tripoint > Character::get_path_avoid ( ) const
overridevirtual

Returns a set of points we do not want to path through.

Implements Creature.

Reimplemented in npc.

Definition at line 9856 of file character.cpp.

9857{
9858 std::set<tripoint> ret;
9859 for( npc &guy : g->all_npcs() ) {
9860 if( sees( guy ) ) {
9861 ret.insert( guy.pos() );
9862 }
9863 }
9864
9865 // TODO: Add known traps in a way that doesn't destroy performance
9866
9867 return ret;
9868}

References g, cata::hash64_detail::ret, and sees().

Referenced by activity_on_turn_move_loot(), can_mount(), game::handle_action(), game::list_items(), game::look_around(), perform_zone_activity_turn(), route_adjacent(), activity_handlers::travel_do_turn(), and game::try_get_left_click_action().

◆ get_pathfinding_settings()

const pathfinding_settings & Character::get_pathfinding_settings ( ) const
overridevirtual

◆ get_per()

◆ get_per_base()

int Character::get_per_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4101 of file character.cpp.

4102{
4103 return per_max;
4104}

References per_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_per(), and avatar::get_per_base().

◆ get_per_bonus()

int Character::get_per_bonus ( ) const
virtual

Definition at line 4118 of file character.cpp.

4119{
4120 return per_bonus;
4121}

References per_bonus.

Referenced by reset_stats().

◆ get_perceived_pain()

int Character::get_perceived_pain ( ) const
overridevirtual

◆ get_power_level()

◆ get_rad()

◆ get_remote_fueled_bionic()

bionic_id Character::get_remote_fueled_bionic ( ) const

Returns bionic_id of first remote fueled bionic found.

Definition at line 1954 of file character.cpp.

1955{
1956 for( const bionic_id &bid : get_bionics() ) {
1957 if( bid->is_remote_fueled ) {
1958 return bid;
1959 }
1960 }
1961 return bionic_id();
1962}

References bionic_id, and get_bionics().

Referenced by iuse::cable_attach(), and iuse::solarpack().

◆ get_shout_volume()

int Character::get_shout_volume ( ) const
Strength increases shouting volume

Definition at line 7599 of file character.cpp.

7600{
7601 int base = 10;
7602 int shout_multiplier = 2;
7603
7604 // Mutations make shouting louder, they also define the default message
7605 if( has_trait( trait_SHOUT3 ) ) {
7606 shout_multiplier = 4;
7607 base = 20;
7608 } else if( has_trait( trait_SHOUT2 ) ) {
7609 base = 15;
7610 shout_multiplier = 3;
7611 }
7612
7613 // You can't shout without your face
7614 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7615 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7616 base = 0;
7617 shout_multiplier = 0;
7618 }
7619
7620 // Masks and such dampen the sound
7621 // Balanced around whisper for wearing bondage mask
7622 // and noise ~= 10 (door smashing) for wearing dust mask for character with strength = 8
7623 /** @EFFECT_STR increases shouting volume */
7624 const int penalty = encumb( bp_mouth ) * 3 / 2;
7625 int noise = base + str_cur * shout_multiplier - penalty;
7626
7627 // Minimum noise volume possible after all reductions.
7628 // Volume 1 can't be heard even by player
7629 constexpr int minimum_noise = 2;
7630
7631 if( noise <= base ) {
7632 noise = std::max( minimum_noise, noise );
7633 }
7634
7635 // Screaming underwater is not good for oxygen and harder to do overall
7636 if( is_underwater() ) {
7637 noise = std::max( minimum_noise, noise / 2 );
7638 }
7639 return noise;
7640}
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_SHOUT3("SHOUT3")

References bp_mouth, encumb(), has_trait(), Creature::is_underwater(), is_wearing(), itype_id, noise, str_cur, trait_PROF_FOODP, trait_SHOUT2, and trait_SHOUT3.

Referenced by game::chat(), npc::say(), shout(), and activity_handlers::spellcasting_finish().

◆ get_size()

◆ get_skill_level() [1/2]

int Character::get_skill_level ( const skill_id ident) const

Definition at line 3413 of file character.cpp.

3414{
3415 return _skills->get_skill_level( ident );
3416}

References _skills.

Referenced by npc::address_needs(), aim_speed_skill_modifier(), apply_skill_boost(), iexamine::arcfurnace_empty(), attack_cost(), avoid_trap(), mattack::bio_op_disarm(), bionics_pl_skill(), block_hit(), item::book_info(), ranged::burst_penalty(), activity_handlers::butcher_finish(), calc_skill_training_cost(), calc_skill_training_time(), veh_utils::calc_xp_gain(), character_martial_arts::can_arm_block(), can_autolearn_martial_art(), can_estimate_rot(), character_martial_arts::can_leg_block(), can_mount(), npc::can_read(), enzlave_actor::can_use(), caravan_price(), activity_handlers::chop_planks_finish(), item::color_in_inventory(), companion_combat_rank(), companion_industry_rank(), companion_survival_rank(), complete_craft(), crafting::complete_disassemble(), construction_color(), player::crafting_success_roll(), crit_chance(), iuse::crowbar(), salvage_actor::cut_up(), mattack::dermatik(), trap::detect_trap(), player::disarm(), avatar::do_read(), dialogue::dynamic_line(), iuse::einktabletpc(), enumerate_unmet_requirements(), spell::exp_modifier(), map_data_common_t::extended_description(), npc::faction_display(), player::fall_damage_mod(), farm_action(), game::find_or_make_stairs(), npc::finish_read(), activity_handlers::fish_do_turn(), iuse::fish_trap(), item::food_info(), fungal_effects::fungalize(), player::get_available_recipes(), item::get_available_recipes(), heal_actor::get_bandaged_level(), avatar::get_book_reader(), heal_actor::get_disinfected_level(), get_dodge_base(), get_encumbrance_description(), heal_actor::get_heal_value(), get_hit_weapon(), player::get_melee(), player_activity::get_progress_message(), get_weapon_dispersion(), iuse::gun_repair(), npc_ai::gun_value(), player::gunmod_installation_odds(), computer_session::hack_attempt(), hack_level(), hackveh(), handle_melee_wear(), hardcoded_mutation_attack(), harvest_common(), iexamine::harvest_plant(), has_skill_for_vehicle_work(), ma_requirements::is_valid_character(), player::item_reload_cost(), item_store_cost(), ma_style_callback::key(), iexamine::kiln_empty(), activity_handlers::lockpicking_finish(), melee_attack(), player::mend_item(), iuse::mind_splicer(), morale_crafting_speed_multiplier(), iuse::multicooker(), mutation_attacks(), npc_trading::net_price_adjustment(), game::npc_menu(), player::on_dodge(), item::on_wield(), iuse::pack_cbm(), monexamine::pet_menu(), pick_part_to_heal(), pick_plant(), vehicle::pldrive(), player::practice(), iexamine::practice_survival_while_foraging(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), avatar::randomize(), examine_item_menu::rate_action_use(), reach_attack(), avatar::read(), recalc_hp(), repair_item_actor::repair(), repair_item_actor::repair_chance(), activity_handlers::repair_item_finish(), activity_handlers::robot_control_finish(), iuse::robotcontrol(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), iexamine::safe(), scavenging_combat_skill(), set_description(), conditional_t< T >::set_has_skill(), set_skills(), map::shake_vehicle(), iexamine::shrub_wildveggies(), sinkhole_safety_roll(), skill_increment_cost(), npc::skills_offered_to(), smash(), read_inventory_preset::sort_compare(), spell::spell_fail(), player::start_craft(), talk_function::start_training(), suffer_from_schizophrenia(), survive_random_encounter(), swim_speed(), character_effects::talk_skill(), iuse::tazer(), player::throw_item(), throw_range(), mattack::thrown_by_judo(), time_to_attack(), known_magic::time_to_learn_spell(), npc::time_to_read(), avatar::time_to_read(), item::tname(), activity_handlers::train_finish(), iexamine::tree_hickory(), place_monster_iuse::use(), firestarter_actor::use(), enzlave_actor::use(), heal_actor::use(), sew_advanced_actor::use(), npc::value(), game::vertical_move(), player::wield_contents(), and debug_menu::wishskill().

◆ get_skill_level() [2/2]

int Character::get_skill_level ( const skill_id ident,
const item context 
) const

Definition at line 3418 of file character.cpp.

3419{
3420 return _skills->get_skill_level( ident, context );
3421}

References _skills.

◆ get_skill_level_object() [1/2]

◆ get_skill_level_object() [2/2]

const SkillLevel & Character::get_skill_level_object ( const skill_id ident) const

Definition at line 3403 of file character.cpp.

3404{
3405 return _skills->get_skill_level_object( ident );
3406}

References _skills.

◆ get_sleep_deprivation()

int Character::get_sleep_deprivation ( ) const

Definition at line 4472 of file character.cpp.

4473{
4474 return sleep_deprivation;
4475}

References sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), check_needs_extremes(), hardcoded_effects(), reset_stats(), and suffer().

◆ get_speed()

◆ get_stamina()

◆ get_stamina_max()

int Character::get_stamina_max ( ) const

◆ get_stashed_activity()

player_activity Character::get_stashed_activity ( ) const

Definition at line 1028 of file character.cpp.

1029{
1031}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ get_stim()

◆ get_stored_kcal()

◆ get_str()

◆ get_str_base()

int Character::get_str_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4093 of file character.cpp.

4094{
4095 return str_max;
4096}

References str_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_str(), avatar::get_str_base(), and recalc_hp().

◆ get_str_bonus()

int Character::get_str_bonus ( ) const
virtual

Definition at line 4110 of file character.cpp.

4111{
4112 return str_bonus;
4113}

References str_bonus.

Referenced by reset_stats().

◆ get_thirst()

◆ get_thirst_description()

std::pair< std::string, nc_color > Character::get_thirst_description ( ) const

Definition at line 4344 of file character.cpp.

4345{
4346 int thirst = get_thirst();
4347 std::string hydration_string;
4348 nc_color hydration_color = c_white;
4350 hydration_color = c_light_red;
4351 hydration_string = _( "Parched" );
4352 } else if( thirst > thirst_levels::dehydrated ) {
4353 hydration_color = c_light_red;
4354 hydration_string = _( "Dehydrated" );
4355 } else if( thirst > thirst_levels::very_thirsty ) {
4356 hydration_color = c_yellow;
4357 hydration_string = _( "Very thirsty" );
4358 } else if( thirst > thirst_levels::thirsty ) {
4359 hydration_color = c_yellow;
4360 hydration_string = _( "Thirsty" );
4361 } else if( thirst > thirst_levels::slaked ) {
4362 // Nothing
4363 } else if( thirst > thirst_levels::hydrated ) {
4364 hydration_color = c_green;
4365 hydration_string = _( "Hydrated" );
4366 } else if( thirst > thirst_levels::turgid ) {
4367 hydration_color = c_green;
4368 hydration_string = _( "Turgid" );
4369 }
4370 return std::make_pair( hydration_string, hydration_color );
4371}

References _, c_green, c_light_red, c_white, c_yellow, dehydrated, get_thirst(), hydrated, parched, slaked, thirst, thirsty, turgid, and very_thirsty.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_time_died()

time_point Character::get_time_died ( ) const
inline

return the calendar::turn the character expired

Definition at line 1440 of file character.h.

1440 {
1441 return time_died;
1442 }
time_point time_died
Definition: character.h:2142

References time_died.

◆ get_total_bionics_slots()

int Character::get_total_bionics_slots ( const bodypart_id bp) const

Definition at line 2505 of file bionics.cpp.

2506{
2507 return bp->bionic_slots();
2508}

Referenced by get_free_bionics_slots(), and show_bionics_ui().

◆ get_total_fuel_capacity()

int Character::get_total_fuel_capacity ( const itype_id fuel) const

Return total space to store specified fuel.

Definition at line 2159 of file character.cpp.

2160{
2161 int capacity = 0;
2162 for( const bionic_id &bid : get_bionics() ) {
2163 for( const itype_id &fl : bid->fuel_opts ) {
2164 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2165 if( fl == fuel ) {
2166 capacity += bid->fuel_capacity;
2167 }
2168 }
2169 }
2170 }
2171 return capacity;
2172}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by draw_bionics_titlebar().

◆ get_type_of_scent()

scenttype_id Character::get_type_of_scent ( ) const

Definition at line 8669 of file character.cpp.

8670{
8671 return type_of_scent;
8672}
scenttype_id type_of_scent
Definition: character.h:2223

References type_of_scent.

Referenced by game::do_turn(), update_type_of_scent(), and change_scent_iuse::use().

◆ get_used_bionics_slots()

int Character::get_used_bionics_slots ( const bodypart_id bp) const

Definition at line 2477 of file bionics.cpp.

2478{
2479 int used_slots = 0;
2480 for( const bionic_id &bid : get_bionics() ) {
2481 auto search = bid->occupied_bodyparts.find( bp.id() );
2482 if( search != bid->occupied_bodyparts.end() ) {
2483 used_slots += search->second;
2484 }
2485 }
2486
2487 return used_slots;
2488}
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)

References get_bionics(), int_id< T >::id(), and overmap_ui::search().

Referenced by get_free_bionics_slots().

◆ get_visible_creatures()

std::vector< Creature * > Character::get_visible_creatures ( int  range) const

Returns all creatures that this player can see and that are in the given range.

This player object itself is never included. The player character (g->u) is checked and might be included (if applicable).

Parameters
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10132 of file character.cpp.

10133{
10134 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10135 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10136 rl_dist( pos(), critter.pos() ) <= range && sees( critter );
10137 } );
10138}

References g, Creature::pos(), pos(), rl_dist(), and sees().

Referenced by game::is_hostile_within(), game::list_items_monsters(), and game::mon_info_update().

◆ get_vision_modes()

const std::bitset< NUM_VISION_MODES > & Character::get_vision_modes ( ) const
inline

Definition at line 1523 of file character.h.

1523 {
1524 return vision_mode_cache;
1525 }

References vision_mode_cache.

◆ get_vision_threshold()

float Character::get_vision_threshold ( float  light_level) const

Returns the apparent light level at which the player can see.

This is adjusted by the light level at the character's position to simulate glare, etc, night vision only works if you are in the dark.

Definition at line 1850 of file character.cpp.

1851{
1853 // Debug vision always works with absurdly little light.
1854 return 0.01;
1855 }
1856
1857 // As light_level goes from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LIT,
1858 // dimming goes from 1.0 to 2.0.
1859 const float dimming_from_light = 1.0 + ( ( static_cast<float>( light_level ) -
1862
1863 // -1 because SOME math was changed from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LOW
1864 // but kept in other places.
1865 // *_LOW is the one actually used in math, *_MINIMAL is arbitrary.
1866 // TODO: Correct test cases and drop the ugliness
1867
1868 // This guarantees at least 1 tile of range
1869 static const float threshold_cap = vision::threshold_for_nv_range( 1 - 1 ) * LIGHT_AMBIENT_LOW /
1871
1872 return std::min( {static_cast<float>( LIGHT_AMBIENT_LOW ),
1873 vision::threshold_for_nv_range( nv_range - 1 ) * dimming_from_light,
1874 threshold_cap} );
1875}
@ DEBUG_NIGHTVISION
Definition: character.h:88
float nv_range
Definition: character.h:2137
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
static constexpr float LIGHT_AMBIENT_LOW
Definition: lightmap.h:14
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
float threshold_for_nv_range(float range)
Returns the light level that darkness will have at this range from player.
Definition: character.cpp:1830

References DEBUG_NIGHTVISION, LIGHT_AMBIENT_LIT, LIGHT_AMBIENT_LOW, LIGHT_AMBIENT_MINIMAL, nv_range, vision::threshold_for_nv_range(), and vision_mode_cache.

Referenced by sight_range().

◆ get_weapon_dispersion()

dispersion_sources Character::get_weapon_dispersion ( const item obj) const

Returns a weapon's modified dispersion value.

Parameters
objWeapon to check dispersion on
Driving reduces the inaccuracy penalty when using guns whilst driving Gun improves usage of accurate weapons and sights

Definition at line 1885 of file ranged.cpp.

1886{
1887 int weapon_dispersion = obj.gun_dispersion();
1888 dispersion_sources dispersion( weapon_dispersion );
1889 dispersion.add_range( ranged_dex_mod() );
1890
1891 dispersion.add_range( ( encumb( bp_arm_l ) + encumb( bp_arm_r ) ) / 5.0 );
1892
1893 if( is_driving( *this ) ) {
1894 // get volume of gun (or for auxiliary gunmods the parent gun)
1895 const item *parent = has_item( obj ) ? find_parent( obj ) : nullptr;
1896 const int vol = ( parent ? parent->volume() : obj.volume() ) / 250_ml;
1897
1898 /** @EFFECT_DRIVING reduces the inaccuracy penalty when using guns whilst driving */
1899 dispersion.add_range( std::max( vol - get_skill_level( skill_driving ), 1 ) * 20 );
1900 }
1901
1902 /** @EFFECT_GUN improves usage of accurate weapons and sights */
1903 double avgSkill = static_cast<double>( get_skill_level( skill_gun ) +
1904 get_skill_level( obj.gun_skill() ) ) / 2.0;
1905 avgSkill = std::min( avgSkill, static_cast<double>( MAX_SKILL ) );
1906
1907 dispersion.add_range( dispersion_from_skill( avgSkill, weapon_dispersion ) );
1908
1909 if( has_bionic( bio_targeting ) ) {
1910 dispersion.add_multiplier( 0.75 );
1911 }
1912
1913 // If using a bow you lack the strength for, increase based on how much weaker shooter is.
1914 dispersion.add_multiplier( 1 / ranged::str_draw_dispersion_modifier( obj, *this ) );
1915
1916 // Range is effectively four times longer when shooting unflagged/flagged guns underwater/out of water.
1917 if( is_underwater() != obj.has_flag( flag_UNDERWATER_GUN ) ) {
1918 // Adding dispersion for additional debuff
1919 dispersion.add_range( 150 );
1920 dispersion.add_multiplier( 4 );
1921 }
1922
1923 // If user is currently able to fire a mounted gun freely, penalize dispersion based on size class.
1924 if( obj.has_flag( flag_MOUNTED_GUN ) && !can_use_bipod( get_map(), pos() ) ) {
1925 if( get_size() == MS_HUGE ) {
1926 dispersion.add_multiplier( 2 );
1927 } else {
1928 dispersion.add_multiplier( 3 );
1929 }
1930 }
1931
1932 return dispersion;
1933}
virtual int ranged_dex_mod() const
Definition: character.cpp:4141
int gun_dispersion(bool with_ammo=true, bool with_scaling=true) const
Summed dispersion of a gun, including values from mods.
Definition: item.cpp:7107
item * find_parent(const item &it)
Determine the immediate parent container (if any) for an item.
Definition: visitable.cpp:49
@ MS_HUGE
Definition: creature.h:62
float str_draw_dispersion_modifier(const item &it, const Character &p)
Definition: ranged.cpp:1024
static const bionic_id bio_targeting("bio_targeting")
static double dispersion_from_skill(double skill, double weapon_dispersion)
Definition: ranged.cpp:1862
static const skill_id skill_gun("gun")
static bool is_driving(const Character &p)
Definition: ranged.cpp:1856
bool can_use_bipod(const map &m, const tripoint &pos)
Definition: ranged.cpp:780
static const std::string flag_MOUNTED_GUN("MOUNTED_GUN")
static const std::string flag_UNDERWATER_GUN("UNDERWATER_GUN")
static const skill_id skill_driving("driving")

References dispersion_sources::add_multiplier(), dispersion_sources::add_range(), bio_targeting, bp_arm_l, bp_arm_r, can_use_bipod(), dispersion_from_skill(), encumb(), visitable< Character >::find_parent(), flag_MOUNTED_GUN(), flag_UNDERWATER_GUN(), get_map(), get_size(), get_skill_level(), item::gun_dispersion(), item::gun_skill(), has_bionic(), item::has_flag(), visitable< Character >::has_item(), is_driving(), Creature::is_underwater(), MAX_SKILL, MS_HUGE, pos(), ranged_dex_mod(), skill_driving, skill_gun, ranged::str_draw_dispersion_modifier(), and item::volume().

Referenced by calculate_dispersion(), npc::confident_gun_mode_range(), item::gun_info(), npc_ai::gun_value(), and print_aim().

◆ get_weight()

units::mass Character::get_weight ( ) const
overridevirtual

Returns body weight plus weight of inventory and worn/wielded items.

Implements Creature.

Definition at line 3676 of file character.cpp.

3677{
3678 units::mass ret = 0_gram;
3679 units::mass wornWeight = std::accumulate( worn.begin(), worn.end(), 0_gram,
3680 []( units::mass sum, const item & itm ) {
3681 return sum + itm.weight();
3682 } );
3683
3684 ret += bodyweight(); // The base weight of the player's body
3685 ret += inv.weight(); // Weight of the stored inventory
3686 ret += wornWeight; // Weight of worn items
3687 ret += weapon.weight(); // Weight of wielded item
3688 ret += bionics_weight(); // Weight of installed bionics
3689 return ret;
3690}
units::mass bionics_weight() const
Definition: character.cpp:6781
units::mass bodyweight() const
Definition: character.cpp:6776
units::mass weight() const
Definition: inventory.cpp:997

References bionics_weight(), bodyweight(), inv, cata::hash64_detail::ret, weapon, inventory::weight(), item::weight(), and worn.

Referenced by vehicle::calc_mass_center(), can_mount(), npc::move_to(), monexamine::pet_menu(), swim_speed(), weigh_self_actor::use(), and game::walk_move().

◆ get_weight_string()

std::string Character::get_weight_string ( ) const

Definition at line 4548 of file character.cpp.

4549{
4550 double weight = convert_weight( bodyweight() );
4551 int display_weight = static_cast<int>( std::round( weight ) );
4552 return std::to_string( display_weight ) + " " + weight_units();
4553}
const char * weight_units()
Create a units label for a weight value.
double convert_weight(const units::mass &weight)
Convert weight in grams to units defined by user (kg or lbs)

References bodyweight(), convert_weight(), to_string(), and weight_units().

◆ get_working_arm_count()

int Character::get_working_arm_count ( ) const

Returns the number of functioning arms.

Definition at line 1342 of file character.cpp.

1343{
1345 return 0;
1346 }
1347
1348 int limb_count = 0;
1349 if( !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1350 limb_count++;
1351 }
1352 if( !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1353 limb_count++;
1354 }
1355
1356 return limb_count;
1357}
static const trait_id trait_SHELL2("SHELL2")

References has_active_mutation(), is_limb_disabled(), and trait_SHELL2.

Referenced by player::can_wield(), has_two_arms(), melee_attack(), avatar_action::plthrow(), and vehicle::start_engine().

◆ get_working_leg_count()

int Character::get_working_leg_count ( ) const

Returns the number of functioning legs.

Definition at line 1360 of file character.cpp.

1361{
1362 int limb_count = 0;
1363 if( !is_limb_broken( bodypart_id( "leg_l" ) ) ) {
1364 limb_count++;
1365 }
1366 if( !is_limb_broken( bodypart_id( "leg_r" ) ) ) {
1367 limb_count++;
1368 }
1369 return limb_count;
1370}

References is_limb_broken().

Referenced by best_shield(), character_martial_arts::can_leg_block(), can_run(), is_on_ground(), and avatar::set_movement_mode().

◆ getID()

character_id Character::getID ( ) const

Definition at line 478 of file character.cpp.

479{
480 return this->id;
481}

References id.

Referenced by add_addiction(), item::already_used_by_player(), talk_effect_t::apply(), apply_damage(), iuse::artifact(), mission::assign(), talk_function::assign_camp(), vehicle::assign_seat(), best_installer(), bionics_install_failure(), map::board_vehicle(), veh_interact::calc_overview(), debug_menu::character_edit_menu(), check_needs_extremes(), talk_function::clear_mission(), game::critter_by_id(), iuse::crowbar(), mattack::dermatik(), monster::die(), npc::die(), avatar::do_read(), npc::execute_action(), dig_activity_actor::finish(), hacking_activity_actor::finish(), npc::finish_read(), player::fire_gun(), talk_function::follow(), item::get_remaining_chapters(), hardcoded_effects(), heal(), talk_function::hostile(), hurtall(), npc::is_ally(), item_location::impl::item_on_person::item_on_person(), talk_function::leave(), avatar::load(), game::load(), npc::load_npc_template(), item::mark_as_used_by_player(), item::mark_chapter_as_read(), iuse::marloss(), marloss_common(), iuse::marloss_gel(), iuse::marloss_seed(), mend(), iuse::mininuke(), mount_creature(), mutagen_common_checks(), mutate_towards(), npc::mutiny(), iuse::mycus(), iuse::note_bionics(), kill_tracker::notify(), talk_function::npc_die(), mattack::nurse_operate(), mission::on_creature_death(), item::on_pickup(), perform_install(), perform_uninstall(), npc::randomize(), avatar::read(), npc::regen_ai_cache(), rem_addiction(), Creature::remove_effect(), game::reset_npc_dispositions(), map::rotate(), talk_effect_fun_t::set_add_mission(), vehicle_part::set_crew(), npc::set_fac(), npc::set_known_to_u(), npc::setpos(), game::start_game(), npc::start_read(), talk_function::start_training(), talk_function::stop_guard(), player::store(), survive_random_encounter(), npc::talk_to_u(), teleport::teleport(), test_crossing_threshold(), player::throw_item(), activity_handlers::train_finish(), npc::travel_overmap(), game::validate_npc_followers(), vomit(), and wake_up().

◆ gibType()

field_type_id Character::gibType ( ) const
overridevirtual

Implements Creature.

Definition at line 505 of file character.cpp.

506{
507 return fd_gibs_flesh;
508}
field_type_id fd_gibs_flesh
Definition: field_type.cpp:338

References fd_gibs_flesh.

◆ global_omt_location()

tripoint_abs_omt Character::global_omt_location ( ) const

Returns the location of the player in global overmap terrain coordinates.

Definition at line 6248 of file character.cpp.

6249{
6250 // TODO: fix point types
6252}
virtual tripoint global_square_location() const
Global position, expressed in map square coordinate system (the most detailed coordinate system),...
Definition: character.cpp:6238
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493

References global_square_location(), and ms_to_omt_copy().

Referenced by talk_function::abandon_camp(), computer_session::action_map_sewer(), computer_session::action_map_subway(), computer_session::action_maps(), activate_bionic(), activate_mutation(), apply_persistent_morale(), iuse::artifact(), talk_function::assign_camp(), talk_function::basecamp_mission(), burn_fuel(), talk_function::caravan_dist(), ui::omap::choose_point(), talk_function::companion_choose_return(), talk_function::companion_list(), talk_function::companion_mission(), npc::consume_food_from_camp(), mission_start::create_hidden_lab_console(), mission_start::create_ice_lab_console(), mission_start::create_lab_console(), game::disp_NPCs(), item::display_name(), ui::omap::display_visible_weather(), ui::omap::display_weather(), game::do_turn(), overmap_ui::draw_ascii(), draw_env_compact(), draw_loc_labels(), draw_location_classic(), game::draw_minimap(), draw_minimap(), basecamp::faction_display(), npc::faction_display(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_harvest(), mission_start::find_safety(), overmapbuffer::fix_npcs(), get_basecamp(), get_mission_om_origin(), overmapbuffer::get_npcs_near_omt(), overmapbuffer::get_npcs_near_player(), overmap_ui::get_overmap_path_to(), npc::go_to_omt_destination(), talk_function::goto_location(), npc::guard_current_pos(), talk_function::individual_mission(), mission_start::kill_horde_master(), game::list_missions(), spell_effect::map_area(), trapfunc::map_regen(), npc::move(), overmap_los(), passive_power_gen(), game::perhaps_add_random_npc(), mission_start::place_deposit_box(), mission_start::place_npc_software(), process_turn(), npc::reach_omt_destination(), talk_function::recover_camp(), teleporter_callback::refresh(), npc::regen_ai_cache(), render_wind(), game::reset_npc_dispositions(), reveal_destination(), mission_start::reveal_lab_train_depot(), mission_util::reveal_om_ter(), conditional_t< T >::set_at_om_location(), npc::set_companion_mission(), npc::set_omt_destination(), talk_function::start_camp(), game::start_game(), activity_handlers::travel_do_turn(), npc::travel_overmap(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), game::update_overmap_seen(), reveal_map_actor::use(), game::vertical_notes(), iuse::weather_tool(), npc::within_boundaries_of_camp(), and game::zones_manager().

◆ global_sm_location()

tripoint Character::global_sm_location ( ) const

◆ global_square_location()

tripoint Character::global_square_location ( ) const
virtual

Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map.

Reimplemented in npc.

Definition at line 6238 of file character.cpp.

6239{
6240 return get_map().getabs( position );
6241}
tripoint position
Definition: character.h:2080

References get_map(), map::getabs(), and position.

Referenced by global_omt_location(), and global_sm_location().

◆ handle_melee_wear()

bool Character::handle_melee_wear ( item shield,
float  wear_multiplier = 1.0f 
)

Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.

Dexterity reduces chance of damaging your melee weapon Strength increases chance of damaging your melee weapon (NEGATIVE) Melee reduces chance of damaging your melee weapon

Definition at line 156 of file melee.cpp.

157{
158 if( wear_multiplier <= 0.0f ) {
159 return false;
160 }
161 // Here is where we handle wear and tear on things we use as melee weapons or shields.
162 if( shield.is_null() ) {
163 return false;
164 }
165
166 // UNBREAKABLE_MELEE items can't be damaged through melee combat usage.
167 if( shield.has_flag( "UNBREAKABLE_MELEE" ) ) {
168 return false;
169 }
170
171 /** @EFFECT_DEX reduces chance of damaging your melee weapon */
172
173 /** @EFFECT_STR increases chance of damaging your melee weapon (NEGATIVE) */
174
175 /** @EFFECT_MELEE reduces chance of damaging your melee weapon */
176 const float stat_factor = dex_cur / 2.0f
178 + ( 64.0f / std::max( str_cur, 4 ) );
179
180 float material_factor;
181
182 itype_id weak_comp;
183 itype_id big_comp = itype_id::NULL_ID();
184 // Fragile items that fall apart easily when used as a weapon due to poor construction quality
185 if( shield.has_flag( "FRAGILE_MELEE" ) ) {
186 const float fragile_factor = 6;
187 int weak_chip = INT_MAX;
188 units::volume big_vol = 0_ml;
189
190 // Items that should have no bearing on durability
191 const std::set<itype_id> blacklist = { itype_rag, itype_leather, itype_fur };
192
193 for( auto &comp : shield.components ) {
194 if( blacklist.count( comp.typeId() ) <= 0 ) {
195 if( weak_chip > comp.chip_resistance() ) {
196 weak_chip = comp.chip_resistance();
197 weak_comp = comp.typeId();
198 }
199 }
200 if( comp.volume() > big_vol ) {
201 big_vol = comp.volume();
202 big_comp = comp.typeId();
203 }
204 }
205 material_factor = ( weak_chip < INT_MAX ? weak_chip : shield.chip_resistance() ) / fragile_factor;
206 } else {
207 material_factor = shield.chip_resistance();
208 }
209 int damage_chance = static_cast<int>( stat_factor * material_factor / wear_multiplier );
210 // DURABLE_MELEE items are made to hit stuff and they do it well, so they're considered to be a lot tougher
211 // than other weapons made of the same materials.
212 if( shield.has_flag( "DURABLE_MELEE" ) ) {
213 damage_chance *= 4;
214 }
215
216 if( damage_chance > 0 && !one_in( damage_chance ) ) {
217 return false;
218 }
219
220 auto str = shield.tname(); // save name before we apply damage
221
222 if( !shield.inc_damage() ) {
223 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the force of the blow!" ),
224 _( "<npcname>'s %s is damaged by the force of the blow!" ),
225 str );
226 return false;
227 }
228
229 // Dump its contents on the ground
230 // Destroy irremovable mods, if any
231
232 for( auto mod : shield.gunmods() ) {
233 if( mod->is_irremovable() ) {
234 remove_item( *mod );
235 }
236 }
237
238 // Preserve item temporarily for component breakdown
239 item temp = shield;
240
241 shield.contents.spill_contents( pos() );
242
243 remove_item( shield );
244
245 // Breakdown fragile weapons into components
246 if( temp.has_flag( "FRAGILE_MELEE" ) && !temp.components.empty() ) {
247 add_msg_player_or_npc( m_bad, _( "Your %s breaks apart!" ),
248 _( "<npcname>'s %s breaks apart!" ),
249 str );
250
251 for( auto &comp : temp.components ) {
252 int break_chance = comp.typeId() == weak_comp ? 2 : 8;
253
254 if( one_in( break_chance ) ) {
255 add_msg_if_player( m_bad, _( "The %s is destroyed!" ), comp.tname() );
256 continue;
257 }
258
259 if( comp.typeId() == big_comp && !is_armed() ) {
260 wield( comp );
261 } else {
262 g->m.add_item_or_charges( pos(), comp );
263 }
264 }
265 } else {
266 add_msg_player_or_npc( m_bad, _( "Your %s is destroyed by the blow!" ),
267 _( "<npcname>'s %s is destroyed by the blow!" ),
268 str );
269 }
270
271 return true;
272}
virtual bool wield(item &target)=0
Removes currently wielded item (if any) and replaces it with the target item.
bool spill_contents(const tripoint &pos)
int chip_resistance(bool worst=false) const
Returns resistance to being damaged by attack against the item itself.
Definition: item.cpp:6077
bool inc_damage(damage_type dt)
Increment item damage by itype::damage_scale constrained by max_damage.
Definition: item.cpp:6138
static const itype_id itype_rag("rag")
static const itype_id itype_fur("fur")
static const itype_id itype_leather("leather")

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::chip_resistance(), item::components, item::contents, dex_cur, g, get_skill_level(), item::gunmods(), item::has_flag(), item::inc_damage(), is_armed(), item::is_null(), itype_fur, itype_leather, itype_rag, m_bad, string_id< itype >::NULL_ID(), one_in(), pos(), visitable< Character >::remove_item(), skill_melee, item_contents::spill_contents(), str_cur, item::tname(), and wield().

Referenced by block_hit(), melee_special_effects(), reach_attack(), and smash().

◆ hardcoded_effects()

void Character::hardcoded_effects ( effect it)

Handles the still hard-coded effects.

Maximum Strength increases number of insects hatched from dermatik infection Intelligence decreases occurrence of itching from formication effect

Definition at line 472 of file player_hardcoded_effects.cpp.

473{
474 if( auto buff = ma_buff::from_effect( it ) ) {
475 if( buff->is_valid_character( *this ) ) {
476 buff->apply_character( *this );
477 } else {
478 it.set_duration( 0_turns ); // removes the effect
479 }
480 return;
481 }
482 using hc_effect_fun = std::function<void( player &, effect & )>;
483 static const std::map<efftype_id, hc_effect_fun> hc_effect_map = {{
496 }
497 };
498 const efftype_id &id = it.get_id();
499 const auto &iter = hc_effect_map.find( id );
500 if( iter != hc_effect_map.end() ) {
501 iter->second( *as_player(), it );
502 return;
503 }
504
505 const time_duration dur = it.get_duration();
506 int intense = it.get_intensity();
507 body_part bp = it.get_bp()->token;
508 bool sleeping = has_effect( effect_sleep );
509 if( id == effect_dermatik ) {
510 bool triggered = false;
511 int formication_chance = 3600;
512 if( dur < 4_hours ) {
513 formication_chance += 14400 - to_turns<int>( dur );
514 }
515 if( one_in( formication_chance ) ) {
516 add_effect( effect_formication, 60_minutes, bp );
517 }
518 if( dur < 1_days && one_in( 14400 ) ) {
519 vomit();
520 }
521 if( dur > 1_days ) {
522 // Spawn some larvae!
523 // Choose how many insects; more for large characters
524 ///\EFFECT_STR_MAX increases number of insects hatched from dermatik infection
525 int num_insects = rng( 1, std::min( 3, str_max / 3 ) );
526 apply_damage( nullptr, convert_bp( bp ).id(), rng( 2, 4 ) * num_insects );
527 // Figure out where they may be placed
529 _( "Your flesh crawls; insects tear through the flesh and begin to emerge!" ),
530 _( "Insects begin to emerge from <npcname>'s skin!" ) );
531 for( ; num_insects > 0; num_insects-- ) {
532 if( monster *const grub = g->place_critter_around( mon_dermatik_larva, pos(), 1 ) ) {
533 if( one_in( 3 ) ) {
534 grub->friendly = -1;
535 }
536 }
537 }
538 g->events().send<event_type::dermatik_eggs_hatch>( getID() );
540 moves -= 600;
541 triggered = true;
542 }
543 if( triggered ) {
544 // Set ourselves up for removal
545 it.set_duration( 0_turns );
546 } else {
547 // Count duration up
548 it.mod_duration( 1_turns );
549 }
550 } else if( id == effect_formication ) {
551 ///\EFFECT_INT decreases occurrence of itching from formication effect
552 if( x_in_y( intense, 600 + 300 * get_int() ) && !has_effect( effect_narcosis ) ) {
553 if( !is_npc() ) {
554 //~ %s is bodypart in accusative.
555 add_msg( m_warning, _( "You start scratching your %s!" ), body_part_name_accusative( bp ) );
556 g->u.cancel_activity();
557 } else if( g->u.sees( pos() ) ) {
558 //~ 1$s is NPC name, 2$s is bodypart in accusative.
559 add_msg( _( "%1$s starts scratching their %2$s!" ), name, body_part_name_accusative( bp ) );
560 }
561 moves -= 150;
562 apply_damage( nullptr, convert_bp( bp ).id(), 1 );
563 }
564 } else if( id == effect_evil ) {
565 // Worn or wielded; diminished effects
566 bool lesserEvil = weapon.has_effect_when_wielded( AEP_EVIL ) ||
568 for( auto &w : worn ) {
569 if( w.has_effect_when_worn( AEP_EVIL ) ) {
570 lesserEvil = true;
571 break;
572 }
573 }
574 if( lesserEvil ) {
575 // Only minor effects, some even good!
576 mod_str_bonus( dur > 450_minutes ? 10.0 : dur / 45_minutes );
577 if( dur < 1_hours ) {
578 mod_dex_bonus( 1 );
579 } else {
580 int dex_mod = -( dur > 360_minutes ? 10.0 : ( dur - 1_hours ) / 30_minutes );
581 mod_dex_bonus( dex_mod );
582 add_miss_reason( _( "Why waste your time on that insignificant speck?" ), -dex_mod );
583 }
584 mod_int_bonus( -( dur > 300_minutes ? 10.0 : ( dur - 50_minutes ) / 25_minutes ) );
585 mod_per_bonus( -( dur > 480_minutes ? 10.0 : ( dur - 80_minutes ) / 40_minutes ) );
586 } else {
587 // Major effects, all bad.
588 mod_str_bonus( -( dur > 500_minutes ? 10.0 : dur / 50_minutes ) );
589 int dex_mod = -( dur > 600_minutes ? 10.0 : dur / 60_minutes );
590 mod_dex_bonus( dex_mod );
591 add_miss_reason( _( "Why waste your time on that insignificant speck?" ), -dex_mod );
592 mod_int_bonus( -( dur > 450_minutes ? 10.0 : dur / 45_minutes ) );
593 mod_per_bonus( -( dur > 400_minutes ? 10.0 : dur / 40_minutes ) );
594 }
595 } else if( id == effect_attention ) {
596 if( intense > 6 ) {
597 if( one_in( 7200 - ( intense * 450 ) ) ) {
599 _( "You feel something reaching out to you, before reality around you frays!" ) );
600 if( has_psy_protection( *this, 10 ) ) {
601 // Transfers half of remaining duration of nether attention, tinfoil only sometimes helps
602 add_effect( effect_teleglow, ( dur / 2 ), num_bp, ( intense / 2 ) );
603 } else {
604 // Transfers all remaining duration of nether attention to dimensional instability
605 add_effect( effect_teleglow, dur, num_bp, intense );
606 }
607 it.set_duration( 0_turns );
608 }
609 if( one_in( 8000 - ( intense * 500 ) ) && one_in( 2 ) ) {
610 if( !is_npc() ) {
611 add_msg( m_bad, _( "You pass out from the strain of something bearing down on your mind." ) );
612 }
613 fall_asleep( 2_hours );
614 if( one_in( 10 ) ) {
615 it.set_duration( 0_turns );
616 }
617 it.mod_duration( -20_minutes * intense );
618 it.mod_intensity( -1 );
619 }
620 }
621 if( intense > 4 ) {
622 if( one_in( 6000 - ( intense * 375 ) ) ) {
623 if( has_psy_protection( *this, 4 ) ) {
624 add_msg_if_player( m_bad, _( "You feel something probing your mind, but it is rebuffed!" ) );
625 } else {
626 add_msg_if_player( m_bad, _( "A terrifying image in the back out your mind paralyzes you." ) );
628 moves -= 4 * get_speed();
629 }
630 it.mod_duration( -10_minutes * intense );
631 if( one_in( 2 ) ) {
632 it.mod_intensity( -1 );
633 }
634 }
635 if( one_turn_in( 1200_minutes - ( intense * 90_minutes ) ) ) {
636 if( has_psy_protection( *this, 4 ) ) {
637 add_msg_if_player( m_bad, _( "You feel a buzzing in the back of your mind, but it passes." ) );
638 } else {
639 add_msg_if_player( m_bad, _( "You feel something scream in the back of your mind!" ) );
640 add_effect( effect_dazed, rng( 1_minutes, 2_minutes ) );
641 }
642 it.mod_duration( -10_minutes * intense );
643 if( one_in( 3 ) ) {
644 it.mod_intensity( -1 );
645 }
646 }
647 }
648 if( intense > 2 ) {
649 if( one_turn_in( 1200_minutes - ( intense * 90_minutes ) ) ) {
650 add_msg_if_player( m_bad, _( "Your vision is filled with bright lights…" ) );
651 add_effect( effect_blind, rng( 1_minutes, 2_minutes ) );
652 it.mod_duration( -10_minutes * intense );
653 if( one_in( 4 ) ) {
654 it.mod_intensity( -1 );
655 }
656 }
657 if( one_in( 5000 ) && !has_effect( effect_nausea ) ) {
658 add_msg_if_player( m_bad, _( "A wave of nausea passes over you." ) );
659 add_effect( effect_nausea, 5_minutes );
660 }
661 }
662 if( one_in( 5000 ) && !has_effect( effect_hallu ) ) {
663 add_msg_if_player( m_bad, _( "Shifting shapes dance on the edge of your vision." ) );
664 add_effect( effect_hallu, 4_hours );
665 it.mod_duration( -10_minutes * intense );
666 }
667 if( one_turn_in( 40_minutes ) ) {
668 if( has_psy_protection( *this, 4 ) ) {
669 add_msg_if_player( m_bad, _( "You feel weird for a moment, but it passes." ) );
670 } else {
671 // Less morale drop and faster decay than Psychosis negative messages, but more frequent
672 const translation snip = SNIPPET.random_from_category( "nether_attention_watching" ).value_or(
673 translation() );
674 add_msg_if_player( m_warning, "%s", snip );
675 add_morale( MORALE_FEELING_BAD, -10, -50, 60_minutes, 20_minutes, true );
676 }
677 }
678 } else if( id == effect_teleglow ) {
679 // Each teleportation increases intensity by 1, 2 intensities per tier of effect.
680 // TODO: Include a chance to teleport to the nether realm.
681 // TODO: This with regards to NPCS
682 if( !is_player() ) {
683 // NO, no teleporting around the player because an NPC has teleglow!
684 return;
685 }
686 if( intense > 6 ) {
687 if( one_in( 6000 - ( intense * 250 ) ) ) {
688 if( !is_npc() ) {
689 add_msg( _( "Glowing lights surround you, and you teleport." ) );
690 }
691 teleport::teleport( *this );
692 g->events().send<event_type::teleglow_teleports>( getID() );
693 if( one_in( 10 ) ) {
694 // Set ourselves up for removal
695 it.set_duration( 0_turns );
696 }
697 // Since teleporting grants 1 intensity and 30 minutes duration,
698 // if it doesn't remove it'll get more intense but shorter.
699 it.mod_duration( -20_minutes * intense );
700 }
701 if( one_in( 7200 - ( intense * 250 ) ) ) {
702 add_msg_if_player( m_bad, _( "You are beset with a vision of a prowling beast." ) );
703 for( const tripoint &dest : g->m.points_in_radius( pos(), 6 ) ) {
704 if( g->m.is_cornerfloor( dest ) ) {
705 g->m.add_field( dest, fd_tindalos_rift, 3 );
706 add_msg_if_player( m_info, _( "Your surroundings are permeated with a foul scent." ) );
707 break;
708 }
709 }
710 if( one_in( 2 ) ) {
711 // Set ourselves up for removal
712 it.set_duration( 0_turns );
713 }
714 it.mod_intensity( -1 );
715 }
716 }
717 if( intense > 4 ) {
718 // Once every 4 hours baseline, once every 2 hours max
719 if( one_turn_in( 14_hours - ( intense * 90_minutes ) ) ) {
720 tripoint dest( 0, 0, posz() );
721 int &x = dest.x;
722 int &y = dest.y;
723 int tries = 0;
724 do {
725 x = posx() + rng( -4, 4 );
726 y = posy() + rng( -4, 4 );
727 tries++;
728 if( tries >= 10 ) {
729 break;
730 }
731 } while( g->critter_at( dest ) );
732 if( tries < 10 ) {
733 if( g->m.impassable( dest ) ) {
734 g->m.make_rubble( dest, f_rubble_rock, true );
735 }
737 GROUP_NETHER );
738 g->place_critter_at( spawn_details.name, dest );
739 if( g->u.sees( dest ) ) {
740 g->cancel_activity_or_ignore_query( distraction_type::hostile_spotted_far,
741 _( "A monster appears nearby!" ) );
742 add_msg( m_warning, _( "A portal opens nearby, and a monster crawls through!" ) );
743 }
744 it.mod_duration( -10_minutes * intense );
745 it.mod_intensity( -1 );
746 }
747 }
748 if( one_in( 21000 - ( intense * 1125 ) ) ) {
749 add_msg_if_player( m_bad, _( "You shudder suddenly." ) );
750 mutate();
751 it.mod_duration( -10_minutes * intense );
752 if( one_in( 2 ) ) {
753 it.mod_intensity( -1 );
754 }
755 }
756 }
757 if( intense > 2 ) {
758 if( one_in( 10000 ) ) {
759 if( !has_trait( trait_M_IMMUNE ) ) {
760 add_effect( effect_fungus, 1_turns, num_bp );
761 add_msg_if_player( m_bad, _( "You smell mold, and your skin itches." ) );
762 } else {
763 add_msg_if_player( m_info, _( "We have many colonists awaiting passage." ) );
764 }
765 // Set ourselves up for removal
766 it.set_duration( 0_turns );
767 }
768 if( one_in( 5000 ) ) {
769 // Like with the glow anomaly trap, but lower max and bypasses radsuits
770 add_msg_if_player( m_bad, _( "A blue flash of radiation permeates your vision briefly!" ) );
771 irradiate( rng( 10, 20 ), true );
772 it.mod_duration( -10_minutes * intense );
773 if( one_in( 4 ) ) {
774 it.mod_intensity( -1 );
775 }
776 }
777 }
778 if( one_in( 4000 ) ) {
779 add_msg_if_player( m_bad, _( "You're suddenly covered in ectoplasm." ) );
780 add_effect( effect_boomered, 10_minutes );
781 it.mod_duration( -10_minutes * intense );
782 }
783 if( one_in( 5000 ) ) {
784 add_msg_if_player( m_bad, _( "A strange sound reverberates around the edges of reality." ) );
785 // Comparable to the humming anomaly trap, with a narrower range
786 int volume = rng( 25, 150 );
787 std::string sfx;
788 if( volume <= 50 ) {
789 sfx = _( "hrmmm" );
790 } else if( volume <= 100 ) {
791 sfx = _( "HRMMM" );
792 } else {
793 sfx = _( "VRMMMMMM" );
794 }
795 sounds::sound( pos(), volume, sounds::sound_t::activity, sfx, false, "humming", "machinery" );
796 }
797 } else if( id == effect_asthma ) {
799 add_msg_if_player( m_good, _( "Your asthma attack stops." ) );
800 it.set_duration( 0_turns );
801 } else if( dur > 2_hours ) {
802 add_msg_if_player( m_bad, _( "Your asthma overcomes you.\nYou asphyxiate." ) );
803 g->events().send<event_type::dies_from_asthma_attack>( getID() );
804 hurtall( 500, nullptr );
805 } else if( dur > 70_minutes ) {
806 if( one_in( 120 ) ) {
807 add_msg_if_player( m_bad, _( "You wheeze and gasp for air." ) );
808 }
809 }
810 } else if( id == effect_brainworms ) {
811 if( one_in( 1536 ) ) {
812 add_msg_if_player( m_bad, _( "Your head aches faintly." ) );
813 }
814 if( one_in( 6144 ) ) {
815 mod_healthy_mod( -10, -100 );
816 apply_damage( nullptr, bodypart_id( "head" ), rng( 0, 1 ) );
817 if( !has_effect( effect_visuals ) ) {
818 add_msg_if_player( m_bad, _( "Your vision is getting fuzzy." ) );
819 add_effect( effect_visuals, rng( 1_minutes, 60_minutes ) );
820 }
821 }
822 if( one_in( 24576 ) ) {
823 mod_healthy_mod( -10, -100 );
824 apply_damage( nullptr, bodypart_id( "head" ), rng( 1, 2 ) );
825 if( !is_blind() && !sleeping ) {
826 add_msg_if_player( m_bad, _( "Your vision goes black!" ) );
827 add_effect( effect_blind, rng( 5_turns, 20_turns ) );
828 }
829 }
830 } else if( id == effect_tapeworm ) {
831 if( one_in( 3072 ) ) {
832 add_msg_if_player( m_bad, _( "Your bowels ache." ) );
833 }
834 } else if( id == effect_bloodworms ) {
835 if( one_in( 3072 ) ) {
836 add_msg_if_player( m_bad, _( "Your veins itch." ) );
837 }
838 } else if( id == effect_paincysts ) {
839 if( one_in( 3072 ) ) {
840 add_msg_if_player( m_bad, _( "Your muscles feel like they're knotted and tired." ) );
841 }
842 } else if( id == effect_datura ) {
843 if( dur > 100_minutes && focus_pool >= 1 && one_in( 24 ) ) {
844 focus_pool--;
845 }
846 if( dur > 200_minutes && one_in( 48 ) && get_stim() < 20 ) {
847 mod_stim( 1 );
848 }
849 if( dur > 300_minutes && focus_pool >= 1 && one_in( 12 ) ) {
850 focus_pool--;
851 }
852 if( dur > 400_minutes && one_in( 384 ) ) {
853 mod_pain( rng( -1, -8 ) );
854 }
855 if( ( !has_effect( effect_hallu ) ) && ( dur > 500_minutes && one_in( 24 ) ) ) {
856 add_effect( effect_hallu, 6_hours );
857 }
858 if( dur > 600_minutes && one_in( 768 ) ) {
859 mod_pain( rng( -3, -24 ) );
860 if( dur > 800_minutes && one_in( 16 ) ) {
862 _( "You're experiencing loss of basic motor skills and blurred vision. Your mind recoils in horror, unable to communicate with your spinal column." ) );
863 add_msg_if_player( m_bad, _( "You stagger and fall!" ) );
864 add_effect( effect_downed, rng( 1_turns, 4_turns ), num_bp, 0, true );
865 if( one_in( 8 ) || x_in_y( character_effects::vomit_mod( *this ), 10 ) ) {
866 vomit();
867 }
868 }
869 }
870 if( dur > 700_minutes && focus_pool >= 1 ) {
871 focus_pool--;
872 }
873 if( dur > 800_minutes && one_in( 1536 ) ) {
874 add_effect( effect_visuals, rng( 4_minutes, 20_minutes ) );
875 mod_pain( rng( -8, -40 ) );
876 }
877 if( dur > 1200_minutes && one_in( 1536 ) ) {
878 add_msg_if_player( m_bad, _( "There's some kind of big machine in the sky." ) );
879 add_effect( effect_visuals, rng( 8_minutes, 40_minutes ) );
880 if( one_in( 32 ) ) {
881 add_msg_if_player( m_bad, _( "It's some kind of electric snake, coming right at you!" ) );
882 mod_pain( rng( 4, 40 ) );
883 vomit();
884 }
885 }
886 if( dur > 1400_minutes && one_in( 768 ) ) {
888 _( "Order us some golf shoes, otherwise we'll never get out of this place alive." ) );
889 add_effect( effect_visuals, rng( 40_minutes, 200_minutes ) );
890 if( one_in( 8 ) ) {
892 _( "The possibility of physical and mental collapse is now very real." ) );
893 if( one_in( 2 ) || x_in_y( character_effects::vomit_mod( *this ), 10 ) ) {
894 add_msg_if_player( m_bad, _( "No one should be asked to handle this trip." ) );
895 vomit();
896 mod_pain( rng( 8, 40 ) );
897 }
898 }
899 }
900
901 if( dur > 1800_minutes && one_in( 300 * 512 ) ) {
902 if( !has_trait( trait_NOPAIN ) ) {
904 _( "Your heart spasms painfully and stops, dragging you back to reality as you die." ) );
905 } else {
907 _( "You dissolve into beautiful paroxysms of energy. Life fades from your nebulae and you are no more." ) );
908 }
909 g->events().send<event_type::dies_from_drug_overdose>( getID(), id );
910 set_part_hp_cur( bodypart_id( "torso" ), 0 );
911 }
912 } else if( id == effect_grabbed ) {
914 int zed_number = 0;
915 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
916 const monster *const mon = g->critter_at<monster>( dest );
917 if( mon && mon->has_effect( effect_grabbing ) ) {
918 zed_number += mon->get_grab_strength();
919 }
920 }
921 if( zed_number > 0 ) {
922 //If intensity isn't pass the cap, average it with # of zeds
923 add_effect( effect_grabbed, 2_turns, bp_torso, ( intense + zed_number ) / 2 );
924 }
925 } else if( id == effect_bite ) {
926 bool recovered = false;
927 /* Recovery chances, use binomial distributions if balancing here. Healing in the bite
928 * stage provides additional benefits, so both the bite stage chance of healing and
929 * the cumulative chances for spontaneous healing are both given.
930 * Cumulative heal chances for the bite + infection stages:
931 * -200 health - 38.6%
932 * 0 health - 46.8%
933 * 200 health - 53.7%
934 *
935 * Heal chances in the bite stage:
936 * -200 health - 23.4%
937 * 0 health - 28.3%
938 * 200 health - 32.9%
939 *
940 * Cumulative heal chances the bite + infection stages with the resistant mutation:
941 * -200 health - 82.6%
942 * 0 health - 84.5%
943 * 200 health - 86.1%
944 *
945 * Heal chances in the bite stage with the resistant mutation:
946 * -200 health - 60.7%
947 * 0 health - 63.2%
948 * 200 health - 65.6%
949 */
950 if( dur % 10_turns == 0_turns ) {
951 int recover_factor = 100;
952 if( has_effect( effect_recover ) ) {
953 recover_factor -= get_effect_dur( effect_recover ) / 1_hours;
954 }
955 if( has_trait( trait_INFRESIST ) ) {
956 recover_factor += 200;
957 }
958 if( has_effect( effect_panacea ) ) {
959 recover_factor = 648000; //panacea is a guaranteed cure
960 } else if( has_effect( effect_strong_antibiotic ) ) {
961 recover_factor += 400;
962 } else if( has_effect( effect_antibiotic ) ) {
963 recover_factor += 200;
964 } else if( has_effect( effect_weak_antibiotic ) ) {
965 recover_factor += 100;
966 }
967 recover_factor += get_healthy() / 10;
968
969 if( x_in_y( recover_factor, 648000 ) ) {
970 //~ %s is bodypart name.
971 add_msg_if_player( m_good, _( "Your %s wound begins to feel better!" ),
972 body_part_name( bp ) );
973 // Set ourselves up for removal
974 it.set_duration( 0_turns );
975 recovered = true;
976 }
977 }
978 if( !recovered ) {
979 // Move up to infection
980 // Infection resistance can keep us in bite phase arbitrarily long
981 if( dur > 6_hours && !has_trait( trait_INFRESIST ) ) {
982 add_effect( effect_infected, 1_turns, bp );
983 // Set ourselves up for removal
984 it.set_duration( 0_turns );
985 } else if( has_effect( effect_strong_antibiotic ) ) {
986 // Strong antibiotic reverses progress
987 it.mod_duration( -1_turns );
988 } else if( has_effect( effect_antibiotic ) ) {
989 // Normal antibiotic prevents progression
990 } else if( has_effect( effect_weak_antibiotic ) ) {
991 if( calendar::once_every( 4_turns ) ) {
992 // Weak antibiotic slows down to a quarter
993 it.mod_duration( 1_turns );
994 }
995 } else {
996 it.mod_duration( 1_turns );
997 }
998 }
999 } else if( id == effect_infected ) {
1000 bool recovered = false;
1001 // Recovery chance, use binomial distributions if balancing here.
1002 // See "bite" for balancing notes on this.
1003 if( dur % 10_turns == 0_turns ) {
1004 int recover_factor = 100;
1005 if( has_effect( effect_recover ) ) {
1006 recover_factor -= get_effect_dur( effect_recover ) / 1_hours;
1007 }
1008 if( has_trait( trait_INFRESIST ) ) {
1009 recover_factor += 200;
1010 }
1011 if( has_effect( effect_panacea ) ) {
1012 recover_factor = 5184000;
1013 } else if( has_effect( effect_strong_antibiotic ) ) {
1014 recover_factor += 400;
1015 } else if( has_effect( effect_antibiotic ) ) {
1016 recover_factor += 200;
1017 } else if( has_effect( effect_weak_antibiotic ) ) {
1018 recover_factor += 100;
1019 }
1020 recover_factor += get_healthy() / 10;
1021
1022 if( x_in_y( recover_factor, 5184000 ) ) {
1023 //~ %s is bodypart name.
1024 add_msg_if_player( m_good, _( "Your %s wound begins to feel better!" ),
1025 body_part_name( bp ) );
1026 add_effect( effect_recover, 4 * dur );
1027 // Set ourselves up for removal
1028 it.set_duration( 0_turns );
1029 recovered = true;
1030 }
1031 }
1032 if( !recovered ) {
1033 // Don't kill if the player is on antibiotics
1035 it.mod_duration( -1_turns );
1036 } else if( has_effect( effect_antibiotic ) ) {
1037 // No progression
1038 } else if( has_effect( effect_weak_antibiotic ) ) {
1039 if( calendar::once_every( 4_turns ) ) {
1040 it.mod_duration( 1_turns );
1041 }
1042 } else if( dur > 1_days ) {
1043 add_msg_if_player( m_bad, _( "You succumb to the infection." ) );
1044 g->events().send<event_type::dies_of_infection>( getID() );
1045 hurtall( 500, nullptr );
1046 } else {
1047 it.mod_duration( 1_turns );
1048 }
1049 }
1050 } else if( id == effect_lying_down ) {
1051 set_moves( 0 );
1052 if( character_funcs::roll_can_sleep( *this ) ) {
1053 fall_asleep();
1054 // Set ourselves up for removal
1055 it.set_duration( 0_turns );
1056 }
1057 if( dur == 1_turns && !sleeping ) {
1058 add_msg_if_player( _( "You try to sleep, but can't…" ) );
1059 }
1060 } else if( id == effect_sleep ) {
1061 set_moves( 0 );
1062 if( is_avatar() ) {
1064 }
1065
1066 if( has_effect( effect_narcosis ) && get_fatigue() <= 25 ) {
1067 set_fatigue( 25 ); //Prevent us from waking up naturally while under anesthesia
1068 }
1069
1070 if( get_fatigue() <= 10 && !has_effect( effect_narcosis ) ) {
1071 set_fatigue( 0 );
1073 add_msg_if_player( m_good, _( "You feel well rested." ) );
1074 } else {
1076 _( "You feel physically rested, but you haven't been able to catch up on your missed sleep yet." ) );
1077 }
1078 it.set_duration( 0_seconds );
1079 }
1080
1081 // TODO: Move this to update_needs when NPCs can mutate
1082 if( calendar::once_every( 10_minutes ) && ( has_trait( trait_CHLOROMORPH ) ||
1084 g->m.is_outside( pos() ) ) {
1085 if( has_trait( trait_CHLOROMORPH ) ) {
1086 // Hunger and thirst fall before your Chloromorphic physiology!
1087 if( g->natural_light_level( posz() ) >= 12 &&
1088 get_weather().weather_id->sun_intensity >= sun_intensity_type::light ) {
1089 if( get_stored_kcal() < max_stored_kcal() - 50 ) {
1090 mod_stored_kcal( 50 );
1091 }
1093 mod_thirst( -5 );
1094 }
1095 }
1096 }
1097 if( has_trait( trait_M_SKIN3 ) ) {
1098 // Spores happen!
1099 if( g->m.has_flag_ter_or_furn( "FUNGUS", pos() ) ) {
1100 if( get_fatigue() >= 0 ) {
1101 mod_fatigue( -5 ); // Local guides need less sleep on fungal soil
1102 }
1103 if( calendar::once_every( 1_hours ) ) {
1104 spores(); // spawn some P O O F Y B O I S
1105 }
1106 }
1107 }
1108 if( has_trait( trait_WATERSLEEP ) ) {
1109 mod_fatigue( -3 ); // Fish sleep less in water
1110 }
1111 }
1112
1113 // Check mutation category strengths to see if we're mutated enough to get a dream
1114 std::string highcat = get_highest_category();
1115 int highest = mutation_category_level[highcat];
1116
1117 // Determine the strength of effects or dreams based upon category strength
1118 int strength = 0; // Category too weak for any effect or dream
1119 if( crossed_threshold() ) {
1120 strength = 4; // Post-human.
1121 } else if( highest >= 20 && highest < 35 ) {
1122 strength = 1; // Low strength
1123 } else if( highest >= 35 && highest < 50 ) {
1124 strength = 2; // Medium strength
1125 } else if( highest >= 50 ) {
1126 strength = 3; // High strength
1127 }
1128
1129 // Get a dream if category strength is high enough.
1130 if( strength != 0 ) {
1131 //Once every 6 / 3 / 2 hours, with a bit of randomness
1132 if( calendar::once_every( 6_hours / strength ) && one_in( 3 ) ) {
1133 // Select a dream
1134 std::string dream = dreams::get_random_for_category( highcat, strength );
1135 if( !dream.empty() ) {
1137 }
1138 // Mycus folks upgrade in their sleep.
1139 if( has_trait( trait_THRESH_MYCUS ) ) {
1140 if( one_in( 8 ) ) {
1141 mutate_category( "MYCUS" );
1142 mod_stored_nutr( 10 );
1143 mod_thirst( 10 );
1144 mod_fatigue( 5 );
1145 }
1146 }
1147 }
1148 }
1149
1150 bool woke_up = false;
1151 int tirednessVal = rng( 5, 200 ) + rng( 0, std::abs( get_fatigue() * 2 * 5 ) );
1152 if( !is_blind() && !has_effect( effect_narcosis ) ) {
1153 if( !has_trait(
1154 trait_SEESLEEP ) ) { // People who can see while sleeping are acclimated to the light.
1156 // So you can too sleep through noon
1157 if( ( tirednessVal * 1.25 ) < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1158 one_in( get_fatigue() / 2 ) ) ) {
1159 add_msg_if_player( _( "It's too bright to sleep." ) );
1160 // Set ourselves up for removal
1161 it.set_duration( 0_turns );
1162 woke_up = true;
1163 }
1164 // Ursine hibernators would likely do so indoors. Plants, though, might be in the sun.
1165 } else if( has_trait( trait_HIBERNATE ) ) {
1166 if( ( tirednessVal * 5 ) < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1167 one_in( get_fatigue() / 2 ) ) ) {
1168 add_msg_if_player( _( "It's too bright to sleep." ) );
1169 // Set ourselves up for removal
1170 it.set_duration( 0_turns );
1171 woke_up = true;
1172 }
1173 } else if( tirednessVal < g->m.ambient_light_at( pos() ) && ( get_fatigue() < 10 ||
1174 one_in( get_fatigue() / 2 ) ) ) {
1175 add_msg_if_player( _( "It's too bright to sleep." ) );
1176 // Set ourselves up for removal
1177 it.set_duration( 0_turns );
1178 woke_up = true;
1179 }
1180 } else if( has_active_mutation( trait_SEESLEEP ) ) {
1181 Creature *hostile_critter = g->is_hostile_very_close();
1182 if( hostile_critter != nullptr ) {
1183 add_msg_if_player( _( "You see %s approaching!" ),
1184 hostile_critter->disp_name() );
1185 it.set_duration( 0_turns );
1186 woke_up = true;
1187 }
1188 }
1189 }
1190
1191 // Have we already woken up?
1192 if( !woke_up && !has_effect( effect_narcosis ) ) {
1193 // Cold or heat may wake you up.
1194 // Player will sleep through cold or heat if fatigued enough
1195 for( const body_part bp : all_body_parts ) {
1196 if( temp_cur[bp] < BODYTEMP_VERY_COLD - get_fatigue() / 2 ) {
1197 if( one_in( 30000 ) ) {
1198 add_msg_if_player( _( "You toss and turn trying to keep warm." ) );
1199 }
1200 if( temp_cur[bp] < BODYTEMP_FREEZING - get_fatigue() / 2 ||
1201 one_in( temp_cur[bp] * 6 + 30000 ) ) {
1202 add_msg_if_player( m_bad, _( "It's too cold to sleep." ) );
1203 // Set ourselves up for removal
1204 it.set_duration( 0_turns );
1205 woke_up = true;
1206 break;
1207 }
1208 } else if( temp_cur[bp] > BODYTEMP_VERY_HOT + get_fatigue() / 2 ) {
1209 if( one_in( 30000 ) ) {
1210 add_msg_if_player( _( "You toss and turn in the heat." ) );
1211 }
1212 if( temp_cur[bp] > BODYTEMP_SCORCHING + get_fatigue() / 2 ||
1213 one_in( 90000 - temp_cur[bp] ) ) {
1214 add_msg_if_player( m_bad, _( "It's too hot to sleep." ) );
1215 // Set ourselves up for removal
1216 it.set_duration( 0_turns );
1217 woke_up = true;
1218 break;
1219 }
1220 }
1221 }
1223 one_in( 43200 ) && is_player() ) ) {
1224 if( one_in( 2 ) ) {
1225 sound_hallu();
1226 } else {
1227 int max_count = rng( 1, 3 );
1228 int count = 0;
1229 for( const tripoint &mp : g->m.points_in_radius( pos(), 1 ) ) {
1230 if( mp == pos() ) {
1231 continue;
1232 }
1233 if( g->m.has_flag( "FLAT", mp ) &&
1234 g->m.pl_sees( mp, 2 ) ) {
1235 g->spawn_hallucination( mp );
1236 if( ++count > max_count ) {
1237 break;
1238 }
1239 }
1240 }
1241 }
1242 it.set_duration( 0_turns );
1243 woke_up = true;
1244 }
1245 }
1246
1247 // A bit of a hack: check if we are about to wake up for any reason, including regular
1248 // timing out of sleep
1249 if( dur == 1_turns || woke_up ) {
1250 wake_up();
1251 }
1252 } else if( id == effect_alarm_clock ) {
1253 if( in_sleep_state() ) {
1254 const bool asleep = has_effect( effect_sleep );
1255 if( has_bionic( bio_watch ) ) {
1256 if( dur == 1_turns ) {
1257 if( !asleep ) {
1258 add_msg_if_player( _( "Your internal chronometer went off and you haven't slept a wink." ) );
1260 } else {
1261 // Secure the flag before wake_up() clears the effect
1262 bool slept_through = has_effect( effect_slept_through_alarm );
1263 wake_up();
1264 if( slept_through ) {
1265 add_msg_if_player( _( "Your internal chronometer finally wakes you up." ) );
1266 } else {
1267 add_msg_if_player( _( "Your internal chronometer wakes you up." ) );
1268 }
1269 }
1270 }
1271 } else {
1272 if( asleep && dur == 1_turns ) {
1275 }
1276 // 10 minute automatic snooze
1277 it.mod_duration( 10_minutes );
1278 } else if( dur == 2_turns ) {
1279 // let the sound code handle the wake-up part
1280 sounds::sound( pos(), 16, sounds::sound_t::alarm, _( "beep-beep-beep!" ), false, "tool",
1281 "alarm_clock" );
1282 }
1283 }
1284 } else {
1285 if( dur == 1_turns ) {
1286 if( is_avatar() && has_alarm_clock() ) {
1287 sounds::sound( pos(), 16, sounds::sound_t::alarm, _( "beep-beep-beep!" ), false, "tool",
1288 "alarm_clock" );
1289 const std::string alarm = _( "Your alarm is going off." );
1290 g->cancel_activity_or_ignore_query( distraction_type::alert, alarm );
1291 add_msg( _( "Your alarm went off." ) );
1292 }
1293 }
1294 }
1295 } else if( id == effect_mending ) {
1296 if( !is_limb_broken( convert_bp( bp ) ) ) {
1297 it.set_duration( 0_turns );
1298 }
1299 } else if( id == effect_disabled ) {
1300 if( !is_limb_broken( convert_bp( bp ) ) ) {
1302 }
1303 } else if( id == effect_panacea ) {
1304 // restore health all body parts, dramatically reduce pain
1305 healall( 1 );
1306 mod_pain( -10 );
1307 }
1308}
bool has_psy_protection(const Character &c, int partial_chance)
Returns true if the player has a psyshield artifact, or sometimes if wearing tinfoil.
void mutate_category(const std::string &mut_cat)
Picks a random valid mutation in a category and mutate_towards() it.
Definition: mutation.cpp:1034
void sound_hallu()
Creates an auditory hallucination.
Definition: suffer.cpp:1708
void wake_up()
Removes "sleep" and "lying_down".
Definition: character.cpp:7586
int posz() const override
Definition: character.h:819
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4196
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4191
void mutate()
Picks a random valid mutation and gives it to the Character, possibly removing/changing others along ...
Definition: mutation.cpp:835
bool crossed_threshold() const
Returns true if the player has crossed a mutation threshold Player can only cross one mutation thresh...
Definition: character.cpp:8626
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6254
bool has_alarm_clock() const
Returns true if the player or their vehicle has an alarm clock.
Definition: character.cpp:842
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4186
std::string get_highest_category() const
Returns the highest mutation category.
Definition: character.cpp:7883
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4316
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8571
int get_speed() const override
Definition: character.cpp:4136
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1534
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4201
virtual int get_num_blocks_bonus() const
Definition: creature.cpp:1453
virtual void set_num_blocks_bonus(int nblocks)
Definition: creature.cpp:1719
void set_moves(int nmoves)
Definition: creature.cpp:1417
static MonsterGroupResult GetResultFromGroup(const mongroup_id &group, int *quantity=nullptr)
Definition: mongroup.cpp:98
void set_duration(const time_duration &dur, bool alert=false)
Sets the duration, capping at max_duration if it exists.
Definition: effect.cpp:805
int mod_intensity(int mod, bool alert=false)
Modify intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:886
void pump_events()
Resize & refresh if necessary, process all pending window events, and ignore keypresses.
bool has_effect_when_carried(art_effect_passive effect) const
Does the item provide the artifact effect when it is carried?
Definition: item.cpp:9629
bool has_effect_when_wielded(art_effect_passive effect) const
Does the item provide the artifact effect when it is wielded?
Definition: item.cpp:9611
static const ma_buff * from_effect(const effect &eff)
int get_grab_strength() const
Definition: monster.cpp:2006
Definition: player.h:84
@ AEP_EVIL
Definition: enums.h:127
@ AEP_SCHIZO
Definition: enums.h:128
@ dies_from_asthma_attack
@ dermatik_eggs_hatch
@ teleglow_teleports
field_type_id fd_tindalos_rift
Definition: field_type.cpp:387
input_manager inp_mngr
Definition: input.cpp:109
furn_id f_rubble_rock
Definition: mapdata.cpp:1099
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
double vomit_mod(const Character &ch)
Returns the modifier value used for vomiting effects.
bool roll_can_sleep(Character &who)
Checked each turn during "lying_down", returns true if the avatar falls asleep.
constexpr size_t count()
Definition: fmtlib_core.h:1073
std::string get_random_for_category(const std::string &cat, int strength)
Returns a random dream description that matches given category and strength.
Definition: sounds.h:92
static const trait_id trait_M_SKIN3("M_SKIN3")
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_downed("downed")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_blind("blind")
static const efftype_id effect_datura("datura")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_dermatik("dermatik")
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_infected("infected")
static const efftype_id effect_cold("cold")
static const efftype_id effect_attention("attention")
static const efftype_id effect_recover("recover")
static const efftype_id effect_asthma("asthma")
static const efftype_id effect_antibiotic("antibiotic")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static void eff_fun_bloated(player &u, effect &it)
static const efftype_id effect_hallu("hallu")
static void eff_fun_cold(player &u, effect &it)
static const efftype_id effect_bite("bite")
static const mtype_id mon_dermatik_larva("mon_dermatik_larva")
static const trait_id trait_THRESH_MYCUS("THRESH_MYCUS")
static const efftype_id effect_tapeworm("tapeworm")
static const efftype_id effect_boomered("boomered")
static const trait_id trait_HIBERNATE("HIBERNATE")
static const trait_id trait_SEESLEEP("SEESLEEP")
static const efftype_id effect_hot("hot")
static const mongroup_id GROUP_NETHER("GROUP_NETHER")
static void eff_fun_hot(player &u, effect &it)
static void eff_fun_bleed(player &u, effect &it)
static const efftype_id effect_spores("spores")
static const efftype_id effect_evil("evil")
static const trait_id trait_INFRESIST("INFRESIST")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_weak_antibiotic("weak_antibiotic")
static void eff_fun_fungus(player &u, effect &it)
static const efftype_id effect_panacea("panacea")
static const efftype_id effect_visuals("visuals")
static const efftype_id effect_dazed("dazed")
static void eff_fun_toxin_buildup(player &u, effect &it)
static void eff_fun_spores(player &u, effect &it)
static const bionic_id bio_watch("bio_watch")
static const efftype_id effect_paincysts("paincysts")
static const efftype_id effect_toxin_buildup("toxin_buildup")
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_bloated("bloated")
static void eff_fun_mutating(player &u, effect &it)
static const efftype_id effect_fearparalyze("fearparalyze")
static const efftype_id effect_strong_antibiotic("strong_antibiotic")
static const trait_id trait_CHLOROMORPH("CHLOROMORPH")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const efftype_id effect_nausea("nausea")
static const efftype_id effect_rat("rat")
static void eff_fun_frostbite(player &u, effect &it)
static void eff_fun_onfire(player &u, effect &it)
static const efftype_id effect_lying_down("lying_down")
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static void eff_fun_rat(player &u, effect &it)
static const efftype_id effect_mutating("mutating")
static void eff_fun_hallu(player &u, effect &it)
static const efftype_id effect_formication("formication")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")
static const efftype_id effect_mending("mending")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_disabled("disabled")
static const efftype_id effect_alarm_clock("alarm_clock")
static const trait_id trait_NOPAIN("NOPAIN")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const efftype_id effect_brainworms("brainworms")
static const efftype_id effect_onfire("onfire")
static const efftype_id effect_frostbite("frostbite")
bool one_turn_in(const time_duration &duration)
Definition: rng.cpp:70
mtype_id name
Definition: mongroup.h:53

References _, activity, sounds::activity, Creature::add_effect(), add_miss_reason(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_EVIL, AEP_SCHIZO, sounds::alarm, alert, all_body_parts, apply_damage(), Creature::as_player(), bio_watch, body_part_name(), body_part_name_accusative(), BODYTEMP_FREEZING, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_torso, convert_bp(), detail::count(), crossed_threshold(), dermatik_eggs_hatch, dies_from_asthma_attack, dies_from_drug_overdose, dies_of_infection, Creature::disp_name(), eff_fun_bleed(), eff_fun_bloated(), eff_fun_cold(), eff_fun_frostbite(), eff_fun_fungus(), eff_fun_hallu(), eff_fun_hot(), eff_fun_mutating(), eff_fun_onfire(), eff_fun_rat(), eff_fun_spores(), eff_fun_toxin_buildup(), effect_adrenaline, effect_alarm_clock, effect_antibiotic, effect_asthma, effect_attention, effect_bite, effect_bleed, effect_blind, effect_bloated, effect_bloodworms, effect_boomered, effect_brainworms, effect_cold, effect_datura, effect_dazed, effect_dermatik, effect_disabled, effect_downed, effect_evil, effect_fearparalyze, effect_formication, effect_frostbite, effect_fungus, effect_grabbed, effect_grabbing, effect_hallu, effect_hot, effect_infected, effect_lying_down, effect_mending, effect_mutating, effect_narcosis, effect_nausea, effect_onfire, effect_paincysts, effect_panacea, effect_rat, effect_recover, effect_sleep, effect_slept_through_alarm, effect_spores, effect_strong_antibiotic, effect_tapeworm, effect_teleglow, effect_toxin_buildup, effect_visuals, effect_weak_antibiotic, f_rubble_rock, fall_asleep(), fd_tindalos_rift, focus_pool, ma_buff::from_effect(), g, effect::get_bp(), effect::get_duration(), Creature::get_effect_dur(), get_fatigue(), monster::get_grab_strength(), get_healthy(), get_highest_category(), effect::get_id(), get_int(), effect::get_intensity(), Creature::get_num_blocks_bonus(), dreams::get_random_for_category(), get_sleep_deprivation(), get_speed(), get_stim(), get_stored_kcal(), get_thirst(), get_weather(), getID(), MonsterGroupManager::GetResultFromGroup(), GROUP_NETHER, harmless, has_active_mutation(), has_alarm_clock(), has_artifact_with(), has_bionic(), Creature::has_effect(), item::has_effect_when_carried(), item::has_effect_when_wielded(), has_psy_protection(), has_trait(), healall(), hostile_spotted_far, hurtall(), id, in_sleep_state(), inp_mngr, irradiate(), Creature::is_avatar(), is_blind(), is_limb_broken(), Creature::is_npc(), Creature::is_player(), light, m_bad, m_good, m_info, m_warning, max_stored_kcal(), mod_dex_bonus(), effect::mod_duration(), mod_fatigue(), mod_healthy_mod(), mod_int_bonus(), effect::mod_intensity(), mod_pain(), mod_per_bonus(), mod_stim(), mod_stored_kcal(), mod_stored_nutr(), mod_str_bonus(), mod_thirst(), mon_dermatik_larva, MORALE_FEELING_BAD, Creature::moves, mutate(), mutate_category(), mutation_category_level, name, MonsterGroupResult::name, num_bp, calendar::once_every(), one_in(), one_turn_in(), pos(), posx(), posy(), posz(), input_manager::pump_events(), snippet_library::random_from_category(), Creature::remove_effect(), rng(), character_funcs::roll_can_sleep(), effect::set_duration(), set_fatigue(), Creature::set_moves(), Creature::set_num_blocks_bonus(), Creature::set_part_hp_cur(), player_activity::set_to_null(), SNIPPET, sounds::sound(), sound_hallu(), spores(), str_max, teleglow_teleports, teleport::teleport(), temp_cur, body_part_type::token, trait_CHLOROMORPH, trait_HEAVYSLEEPER2, trait_HIBERNATE, trait_INFRESIST, trait_M_IMMUNE, trait_M_SKIN3, trait_NOPAIN, trait_SCHIZOPHRENIC, trait_SEESLEEP, trait_THRESH_MYCUS, trait_WATERSLEEP, turgid, vomit(), character_effects::vomit_mod(), wake_up(), weapon, worn, tripoint::x, x_in_y(), and tripoint::y.

Referenced by process_one_effect().

◆ has_active_bionic()

bool Character::has_active_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id and it is powered on.

Definition at line 1939 of file character.cpp.

1940{
1941 for( const bionic &i : *my_bionics ) {
1942 if( i.id == b ) {
1943 return ( i.powered && i.incapacitated_time == 0_turns );
1944 }
1945 }
1946 return false;
1947}

References b, and my_bionics.

Referenced by absorb_hit(), activate_bionic(), active_light(), adjust_for_focus(), attack_cost(), basic_symbol_color(), burn_move_stamina(), character_martial_arts::can_arm_block(), can_feed_furnace_with(), can_feed_reactor_with(), character_martial_arts::can_leg_block(), comestible_inventory_preset::comestible_inventory_preset(), crit_chance(), avatar::do_read(), do_skill_rust(), game::do_turn(), draw_bionics_titlebar(), draw_skills_tab(), iuse::ehandcuffs(), npc::finish_read(), get_env_resist(), get_hit_weapon(), ranged::gunmode_checks_weapon(), game::handle_action(), has_fire(), has_nv(), hearing_ability(), player::impact(), in_climate_control(), is_blind(), is_deaf(), is_immune_damage(), is_immune_field(), ma_requirements::is_valid_character(), game::item_action_menu(), trapfunc::ledge(), melee_attack(), melee_special_effects(), modify_morale(), game::monmove(), mut_cbm_encumb(), player::on_hit(), game::on_move_effects(), perform_technique(), character_martial_arts::pick_style(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), map::player_in_field(), process_items(), character_funcs::rate_sleep_spot(), recalc_sight_limits(), npc::recharge_cbm(), game::remoteveh(), reset_stats(), mattack::riotbot(), roll_bash_damage(), character_funcs::roll_can_sleep(), roll_cut_damage(), roll_stab_damage(), run_cost(), character_funcs::search_surroundings(), sees_with_specials(), game::setremoteveh(), iuse::solarpack(), suffer_from_radiation(), player::throw_item(), throw_range(), avatar_funcs::try_to_sleep(), player::uncanny_dodge(), update_health(), update_needs(), update_stamina(), use_charges(), use_fire(), and npc::wants_to_recharge_cbm().

◆ has_active_item()

bool Character::has_active_item ( const itype_id id) const

Whether the player carries an active item of the given item type.

Definition at line 2613 of file character.cpp.

2614{
2615 return has_item_with( [id]( const item & it ) {
2616 return it.active && it.typeId() == id;
2617 } );
2618}

References item::active, visitable< Character >::has_item_with(), and item::typeId().

Referenced by deactivate_bionic(), game::handle_action(), iuse::mp3(), game::remoteveh(), and game::setremoteveh().

◆ has_active_mutation()

◆ has_activity() [1/2]

bool Character::has_activity ( const activity_id type) const

◆ has_activity() [2/2]

bool Character::has_activity ( const std::vector< activity_id > &  types) const

Check if player currently has any of the given activities.

Definition at line 9137 of file character.cpp.

9138{
9139 return std::find( types.begin(), types.end(), activity.id() ) != types.end();
9140}
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)

References activity, detail::find(), and player_activity::id().

◆ has_addiction()

bool Character::has_addiction ( add_type  type) const

Returns true if the player has an addiction of the specified type.

Definition at line 1940 of file suffer.cpp.

1941{
1942 return std::any_of( addictions.begin(), addictions.end(),
1943 [type]( const addiction & ad ) {
1944 return ad.type == type && ad.intensity >= MIN_ADDICTION_LEVEL;
1945 } );
1946}

References addictions, and type.

Referenced by character_funcs::rate_sleep_spot().

◆ has_alarm_clock()

bool Character::has_alarm_clock ( ) const

Returns true if the player or their vehicle has an alarm clock.

Definition at line 842 of file character.cpp.

843{
844 map &here = get_map();
845 return ( has_item_with_flag( "ALARMCLOCK", true ) ||
846 ( here.veh_at( pos() ) &&
847 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "ALARMCLOCK" ) ) ) ||
849}
static const bionic_id bio_watch("bio_watch")
bool has_item_with_flag(const std::string &flag, bool need_charges=false) const
Definition: character.cpp:9491

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by hardcoded_effects(), sleep(), and wait().

◆ has_any_bionic()

bool Character::has_any_bionic ( ) const

Returns true if the player has any bionic.

Definition at line 1949 of file character.cpp.

1950{
1951 return !get_bionics().empty();
1952}

References get_bionics().

Referenced by mattack::nurse_operate().

◆ has_artifact_with()

bool Character::has_artifact_with ( art_effect_passive  effect) const
virtual

Reimplemented in npc.

Definition at line 3277 of file character.cpp.

3278{
3280 return true;
3281 }
3282 for( auto &i : worn ) {
3283 if( i.has_effect_when_worn( effect ) ) {
3284 return true;
3285 }
3286 }
3287 return has_item_with( [effect]( const item & it ) {
3288 return it.has_effect_when_carried( effect );
3289 } );
3290}

References item::has_effect_when_carried(), item::has_effect_when_wielded(), visitable< Character >::has_item_with(), weapon, and worn.

Referenced by active_light(), basic_symbol_color(), deal_damage(), item::food_info(), hardcoded_effects(), is_immune_damage(), is_invisible(), melee_attack(), recalc_sight_limits(), recalc_speed_bonus(), suffer_from_artifacts(), suffer_while_awake(), update_health(), game::walk_move(), and weight_capacity().

◆ has_base_trait()

bool Character::has_base_trait ( const trait_id b) const

Returns true if the player has the entered starting trait.

Definition at line 121 of file mutation.cpp.

122{
123 // Look only at base traits
124 return my_traits.find( b ) != my_traits.end();
125}

References b, and my_traits.

Referenced by build_mut_dependency_map(), do_purify(), wish_mutate_callback::key(), mutate_towards(), old_mutate(), iuse::purify_iv(), iuse::purify_smart(), remove_mutation(), detail::show_mutations_ui_internal(), and debug_menu::wishmutate().

◆ has_bionic()

bool Character::has_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id.

Definition at line 1929 of file character.cpp.

1930{
1931 for( const bionic_id &bid : get_bionics() ) {
1932 if( bid == b ) {
1933 return true;
1934 }
1935 }
1936 return false;
1937}

References b, and get_bionics().

Referenced by npc::activate_bionic_by_id(), add_bionic(), iexamine::autodoc(), autodoc_internal(), bionics_install_failure(), talk_trial::calc_chance(), calc_needs_rates(), character_martial_arts::can_arm_block(), character_martial_arts::can_leg_block(), npc::can_read(), can_uninstall_bionic(), install_bionic_actor::can_use(), item::color_in_inventory(), consume_effects(), player::consume_med(), activity_handlers::cracking_do_turn(), deactivate_bionic(), npc::deactivate_bionic_by_id(), draw_env_compact(), draw_speed_tab(), draw_time_classic(), player::eat(), iuse::einktabletpc(), iexamine::fireplace(), item::food_info(), avatar::get_book_reader(), bionic_install_preset::get_denial(), bionic_install_surgeon_preset::get_denial(), get_temp(), get_weapon_dispersion(), hardcoded_effects(), has_alarm_clock(), has_enough_anesth(), has_fire(), has_watch(), is_immune_effect(), player::load(), game::on_move_effects(), activity_handlers::operation_do_turn(), overmap_sight_range(), iexamine::pay_gas(), sounds::process_sound_markers(), read_speed(), recalc_sight_limits(), recalc_speed_bonus(), iuse::robotcontrol(), roll_cut_damage(), roll_stab_damage(), run_cost(), iexamine::safe(), conditional_t< T >::set_has_bionics(), sight_impaired(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_from_sunburn(), suffer_while_underwater(), try_start_hacking(), update_bodytemp(), consume_drug_iuse::use(), npc::use_bionic_by_id(), game::use_computer(), use_fire(), volume_capacity_reduced_by(), avatar::wake_up(), game::walk_move(), and will_eat().

◆ has_bionics()

bool Character::has_bionics ( ) const

Whether character has any bionics installed.

Definition at line 2606 of file bionics.cpp.

2607{
2608 return !my_bionics->empty() || has_max_power();
2609}

References has_max_power(), and my_bionics.

Referenced by conditional_t< T >::set_has_bionics().

◆ has_charges()

bool Character::has_charges ( const itype_id it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
) const

Definition at line 9508 of file character.cpp.

9510{
9511 if( it == itype_fire || it == itype_apparatus ) {
9512 return has_fire( quantity );
9513 }
9514 if( it == itype_UPS && is_mounted() &&
9515 mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) ) {
9516 auto mons = mounted_creature.get();
9517 return quantity <= mons->battery_item->ammo_remaining();
9518 }
9519 if( it == itype_bio_armor ) {
9520 int mod_qty = 0;
9521 float efficiency = 1;
9522 for( const bionic &bio : *my_bionics ) {
9523 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9524 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9525 }
9526 }
9527 if( efficiency == 1 ) {
9528 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9529 }
9530 mod_qty = quantity / efficiency;
9531 return ( has_power() && get_power_level() >= units::from_kilojoule( mod_qty ) );
9532 }
9533 return charges_of( it, quantity, filter ) == quantity;
9534}
static const itype_id itype_fire("fire")
static const flag_str_id flag_BIONIC_ARMOR_INTERFACE("BIONIC_ARMOR_INTERFACE")
static const itype_id itype_apparatus("apparatus")
bool has_power() const
Definition: character.cpp:2061
bool has_fire(int quantity) const
Definition: character.cpp:9655

References visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, units::from_kilojoule(), get_power_level(), has_fire(), has_power(), is_mounted(), itype_apparatus, itype_bio_armor, itype_fire, itype_UPS, MF_RIDEABLE_MECH, mounted_creature, and my_bionics.

Referenced by iexamine::arcfurnace_empty(), iuse::cable_attach(), can_eat(), iexamine::can_fertilize(), player::can_reload(), cauterize_actor::can_use(), craft_command::check_item_components_missing(), craft_command::check_tool_components_missing(), consume_charges(), player::consume_med(), consume_remote_fuel(), player::craft_consume_tools(), iuse::ecig(), activity_handlers::fertilize_plot_do_turn(), find_remote_fuel(), crafting::find_tool_component(), iuse::firecracker_pack(), player::gunmod_add(), ranged::gunmode_checks_weapon(), has_enough_charges(), has_fire(), npc::heal_self(), iexamine::kiln_empty(), npc::move(), iexamine::pay_gas(), avatar_action::reload(), talk_effect_fun_t::set_consume_item(), conditional_t< T >::set_has_items(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), iuse::smoking(), suffer_from_asthma(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), use_charges_if_avail(), and use_fire().

◆ has_child_flag()

bool Character::has_child_flag ( const trait_id flag) const

Returns true if the player has the entered mutation child flag.

Definition at line 1475 of file mutation.cpp.

1476{
1477 for( const trait_id &elem : flag->replacements ) {
1478 const trait_id &tmp = elem;
1479 if( has_trait( tmp ) || has_child_flag( tmp ) ) {
1480 return true;
1481 }
1482 }
1483 return false;
1484}
bool has_child_flag(const trait_id &flag) const
Returns true if the player has the entered mutation child flag.
Definition: mutation.cpp:1475

References has_child_flag(), has_trait(), and mutation_branch::replacements.

Referenced by has_child_flag(), mutate_towards(), mutation_ok(), and remove_child_flag().

◆ has_destination()

◆ has_destination_activity()

bool Character::has_destination_activity ( ) const

◆ has_distant_destination()

bool Character::has_distant_destination ( ) const

Definition at line 10404 of file character.cpp.

10405{
10408}
static const activity_id ACT_TRAVELLING("ACT_TRAVELLING")
std::vector< tripoint_abs_omt > omt_path
Route for overmap scale traveling.
Definition: character.h:1809

References ACT_TRAVELLING, get_destination_activity(), has_destination(), player_activity::id(), player_activity::is_null(), and omt_path.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), and game::do_turn().

◆ has_enough_anesth()

bool Character::has_enough_anesth ( const itype cbm,
player patient 
)

Has enough anesthetic for surgery.

Definition at line 1816 of file bionics.cpp.

1817{
1818 if( !cbm->bionic ) {
1819 debugmsg( "has_enough_anesth( const itype *cbm ): %s is not a bionic", cbm->get_id() );
1820 return false;
1821 }
1822
1825 return true;
1826 }
1827
1828 const int weight = 7;
1829 const requirement_data req_anesth = *requirement_id( "anesthetic" ) *
1830 cbm->bionic->difficulty * 2 * weight;
1831
1833}
static const bionic_id bio_painkiller("bio_painkiller")
static const trait_id trait_DEBUG_BIONICS("DEBUG_BIONICS")
static const trait_id trait_NOPAIN("NOPAIN")
bool is_crafting_component(const item &component)
Default filter for crafting component searches.
Definition: item.h:2262
cata::value_ptr< islot_bionic > bionic
Definition: itype.h:863
bool can_make_with_inventory(const inventory &crafting_inv, const std::function< bool(const item &)> &filter, int batch=1, cost_adjustment=cost_adjustment::none) const
Returns true if the requirements are fufilled by the filtered inventory.
string_id< requirement_data > requirement_id
Definition: type_id.h:143

References bio_painkiller, itype::bionic, requirement_data::can_make_with_inventory(), crafting_inventory(), debugmsg, itype::get_id(), has_bionic(), has_trait(), is_crafting_component(), trait_DEBUG_BIONICS, and trait_NOPAIN.

Referenced by bionic_install_preset::get_denial(), and bionic_uninstall_preset::get_denial().

◆ has_enough_charges()

bool Character::has_enough_charges ( const item it,
bool  show_msg 
) const

Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges.

Definition at line 7373 of file character.cpp.

7374{
7375 if( !it.is_tool() || !it.ammo_required() ) {
7376 return true;
7377 }
7378 if( it.is_power_armor() ) {
7379 if( ( character_funcs::can_interface_armor( *this ) &&
7382 it.ammo_sufficient() ) {
7383 return true;
7384 }
7385
7386 if( show_msg ) {
7387 if( it.has_flag( flag_USE_UPS ) ) {
7389 vgettext( "Your %s needs %d charge, from some UPS or a Bionic Power Interface.",
7390 "Your %s needs %d charges, from some UPS or a Bionic Power Interface.",
7391 it.ammo_required() ),
7392 it.tname(), it.ammo_required() );
7393 } else {
7395 vgettext( "Your %s needs %d charge, from a Bionic Power Interface.",
7396 "Your %s needs %d charges, from a Bionic Power Interface.",
7397 it.ammo_required() ),
7398 it.tname(), it.ammo_required() );
7399 }
7400 }
7401 return false;
7402 }
7403 if( it.has_flag( flag_USE_UPS ) ) {
7404 if( has_charges( itype_UPS, it.ammo_required() ) || it.ammo_sufficient() ) {
7405 return true;
7406 }
7407 if( show_msg ) {
7409 vgettext( "Your %s needs %d charge from some UPS.",
7410 "Your %s needs %d charges from some UPS.",
7411 it.ammo_required() ),
7412 it.tname(), it.ammo_required() );
7413 }
7414 return false;
7415 } else if( !it.ammo_sufficient() ) {
7416 if( show_msg ) {
7418 vgettext( "Your %s has %d charge but needs %d.",
7419 "Your %s has %d charges but needs %d.",
7420 it.ammo_remaining() ),
7421 it.tname(), it.ammo_remaining(), it.ammo_required() );
7422 }
7423 return false;
7424 }
7425 return true;
7426}
bool ammo_sufficient(int qty=1) const
Check if sufficient ammo is loaded for given number of uses.
Definition: item.cpp:7354

References Creature::add_msg_if_player(), item::ammo_remaining(), item::ammo_required(), item::ammo_sufficient(), character_funcs::can_interface_armor(), flag_USE_UPS(), has_charges(), item::has_flag(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, m_info, item::tname(), and vgettext().

Referenced by activatable_inventory_preset::get_denial(), invoke_item(), iuse::jackhammer(), and iuse::note_bionics().

◆ has_fire()

bool Character::has_fire ( int  quantity) const

Definition at line 9655 of file character.cpp.

9656{
9657 // TODO: Replace this with a "tool produces fire" flag.
9658
9659 if( get_map().has_nearby_fire( pos() ) ) {
9660 return true;
9661 } else if( has_item_with_flag( "FIRE" ) ) {
9662 return true;
9663 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9664 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9665 for( auto &i : firestarters ) {
9666 if( !i->type->can_have_charges() ) {
9667 const use_function *usef = i->type->get_use( "firestarter" );
9668 if( !usef ) {
9669 debugmsg( "failed to get use func 'firestarter' for item '%s'", i->typeId().c_str() );
9670 continue;
9671 }
9672 const firestarter_actor *actor = dynamic_cast<const firestarter_actor *>( usef->get_actor_ptr() );
9673 if( actor->can_use( *this->as_character(), *i, false, tripoint_zero ).success() ) {
9674 return true;
9675 }
9676 } else if( has_charges( i->typeId(), quantity ) ) {
9677 return true;
9678 }
9679 }
9680 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9681 return true;
9682 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9683 return true;
9684 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9685 return true;
9686 } else if( is_npc() ) {
9687 // HACK: A hack to make NPCs use their Molotovs
9688 return true;
9689 }
9690 return false;
9691}
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_laser("bio_laser")
static const bionic_id bio_tools("bio_tools")
std::vector< const item * > all_items_with_flag(const std::string &flag) const
All items that have the given flag (item::has_flag).
Definition: character.cpp:9501
Starts a fire instantly.
Definition: iuse_actor.h:529
ret_val< bool > can_use(const Character &, const item &, bool, const tripoint &) const override
iuse_actor * get_actor_ptr()
Definition: iuse.h:314

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, firestarter_actor::can_use(), debugmsg, use_function::get_actor_ptr(), get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), Creature::is_npc(), pos(), and tripoint_zero.

Referenced by has_charges(), and symbol_color().

◆ has_grab_break_tec()

bool Character::has_grab_break_tec ( ) const
overridevirtual

Returns true if the player has a grab breaking technique available.

Implements Creature.

Definition at line 1197 of file martialarts.cpp.

1198{
1199 return martial_arts_data->has_grab_break_tec();
1200}

References martial_arts_data.

Referenced by player::can_grab_break(), deal_damage(), and mattack::grab().

◆ has_item_with_flag()

bool Character::has_item_with_flag ( const std::string &  flag,
bool  need_charges = false 
) const

Definition at line 9491 of file character.cpp.

9492{
9493 return has_item_with( [&flag, &need_charges]( const item & it ) {
9494 if( it.is_tool() && need_charges ) {
9495 return it.has_flag( flag ) && it.type->tool->max_charges ? it.charges > 0 : it.has_flag( flag );
9496 }
9497 return it.has_flag( flag );
9498 } );
9499}

References item::has_flag(), visitable< Character >::has_item_with(), and item::is_tool().

Referenced by draw_env_compact(), draw_time_classic(), npc::faction_display(), get_temp(), has_alarm_clock(), has_fire(), has_watch(), loot(), overmap_sight_range(), monexamine::pet_menu(), npc::reach_omt_destination(), and use_fire().

◆ has_mabuff()

bool Character::has_mabuff ( const mabuff_id buff_id) const

Returns true if the player has any martial arts buffs attached.

Definition at line 1190 of file martialarts.cpp.

1191{
1192 return search_ma_buff_effect( *effects, [&id]( const ma_buff & b, const effect & ) {
1193 return b.id == id;
1194 } );
1195}
static bool search_ma_buff_effect(const C &container, F f)

References b, Creature::effects, id, and search_ma_buff_effect().

Referenced by ma_requirements::is_valid_character().

◆ has_max_power()

bool Character::has_max_power ( ) const

Definition at line 2066 of file character.cpp.

2067{
2068 return max_power_level > 0_kJ;
2069}

References max_power_level.

Referenced by bionics_install_failure(), has_bionics(), power_stat(), and suffer_from_bad_bionics().

◆ has_mission_item()

bool Character::has_mission_item ( int  mission_id) const

Definition at line 2628 of file character.cpp.

2629{
2630 return mission_id != -1 && has_item_with( has_mission_item_filter{ mission_id } );
2631}

References visitable< Character >::has_item_with().

◆ has_morale()

bool Character::has_morale ( const morale_type type) const

Definition at line 9012 of file character.cpp.

9013{
9014 return morale->has( type );
9015}

References morale, and type.

Referenced by player::fire_gun(), suffer_from_other_mutations(), and iuse::towel_common().

◆ has_morale_to_craft()

bool Character::has_morale_to_craft ( ) const

Definition at line 335 of file crafting.cpp.

336{
337 return get_morale_level() >= -50;
338}
int get_morale_level() const
Definition: character.cpp:8996

References get_morale_level().

Referenced by game::butcher(), veh_interact::cant_do(), and iuse::multicooker().

◆ has_morale_to_read()

bool Character::has_morale_to_read ( ) const

Definition at line 9032 of file character.cpp.

9033{
9034 return get_morale_level() >= -40;
9035}

References get_morale_level().

Referenced by avatar::get_book_reader().

◆ has_nv()

bool Character::has_nv ( )

Returns true if the player has some form of night vision.

Definition at line 3641 of file character.cpp.

3642{
3643 static bool nv = false;
3644
3645 if( !nv_cached ) {
3646 nv_cached = true;
3647 nv = ( worn_with_flag( flag_GNV_EFFECT ) ||
3650 }
3651
3652 return nv;
3653}
static const std::string flag_GNV_EFFECT("GNV_EFFECT")
static const std::string flag_EFFECT_NIGHT_VISION("EFFECT_NIGHT_VISION")
static const bionic_id bio_night_vision("bio_night_vision")
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1206

References bio_night_vision, flag_EFFECT_NIGHT_VISION(), flag_GNV_EFFECT(), has_active_bionic(), Creature::has_effect_with_flag(), nv_cached, and worn_with_flag().

Referenced by recalc_sight_limits().

◆ has_opposite_trait()

bool Character::has_opposite_trait ( const trait_id flag) const

Returns true if character has a trait which cancels the entered trait.

Definition at line 9821 of file character.cpp.

9822{
9823 for( const trait_id &i : flag->cancels ) {
9824 if( has_trait( i ) ) {
9825 return true;
9826 }
9827 }
9828 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
9829 for( const trait_id &canceled_trait : mut.first->cancels ) {
9830 if( canceled_trait == flag ) {
9831 return true;
9832 }
9833 }
9834 }
9835 return false;
9836}
std::vector< trait_id > cancels
Definition: mutation.h:262

References mutation_branch::cancels, has_trait(), and my_mutations.

Referenced by known_magic::can_learn_spell(), and newcharacter::has_conflicting_trait().

◆ has_power()

bool Character::has_power ( ) const

◆ has_stashed_activity()

bool Character::has_stashed_activity ( ) const

Definition at line 1039 of file character.cpp.

1040{
1041 return static_cast<bool>( stashed_outbounds_activity );
1042}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ has_trait()

bool Character::has_trait ( const trait_id b) const
overridevirtual

Returns true if the player has the entered trait.

Reimplemented from Creature.

Definition at line 103 of file mutation.cpp.

104{
105 return my_mutations.count( b ) || enchantment_cache->get_mutations().count( b );
106}

References b, enchantment_cache, and my_mutations.

Referenced by absorb_hit(), activate_mutation(), add_addiction(), add_bionic(), character_funcs::add_pain_msg(), newcharacter::add_traits(), addict_effect(), adjust_for_focus(), alcohol(), allergy_type(), iuse::anticonvulsant(), iuse::antiparasitic(), apply_damage(), apply_persistent_morale(), monster::attitude(), iexamine::autodoc(), autodoc_internal(), iexamine::bars(), character_funcs::base_comfort_value(), basic_symbol_color(), bionics_pl_skill(), iuse::blech(), iuse::blood_draw(), bloodType(), activity_handlers::build_do_turn(), burn_move_stamina(), calc_all_parts_hp(), talk_trial::calc_chance(), character_effects::calc_focus_equilibrium(), calc_needs_rates(), player::can_continue_craft(), can_eat(), can_install_bionics(), spell::can_learn(), player::can_lift(), can_pick_weight(), npc::can_read(), cauterize_actor::can_use(), install_bionic_actor::can_use(), can_wear(), veh_interact::cant_do(), cauterize_actor::cauterize_effect(), iexamine::chainfence(), game::chat(), check_needs_extremes(), game::check_safe_mode_allowed(), game::cleanup_at_end(), item::color_in_inventory(), talk_function::commune_farmfield(), talk_function::companion_mission(), veh_interact::complete_vehicle(), construction_color(), consume_effects(), player::consume_item(), player::consume_items(), player::consume_tools(), iuse::contacts(), game::control_vehicle(), player::craft_consume_tools(), crafting_inventory(), player::crafting_success_roll(), avatar::create(), craft_command::create_in_progress_craft(), iuse::datura(), deal_damage(), debug_vision(), mattack::dermatik(), trap::detect_trap(), monster::die(), character_display::disp_info(), avatar::disp_morale(), do_purify(), game::do_turn(), construct::done_vehicle(), overmap_ui::draw_ascii(), draw_limb_health(), overmap_ui::draw_om_sidebar(), draw_speed_tab(), drench(), player::eat(), eff_fun_spores(), iuse::einktabletpc(), game::extended_description(), player::fall_damage_mod(), talk_function::field_harvest(), item::final_info(), game::find_or_make_stairs(), character_funcs::fine_detail_vision_mod(), npc::finish_read(), player::fire_gun(), floor_warmth(), iexamine::flower_dahlia(), item::food_info(), talk_function::forage_return(), npc::form_opinion(), fun_for(), fungal_effects::fungalize(), dialogue::gen_responses(), character_funcs::get_book_fun_for(), avatar::get_book_reader(), get_dodge(), get_env_resist(), get_face_type(), get_hunger_description(), get_miss_reason(), npc::get_monster_faction(), overmap_ui::get_overmap_neighbors(), get_pain_description(), character_effects::get_pain_penalty(), get_shout_volume(), give_item_to(), player::gunmod_add(), player::gunmod_installation_odds(), game::handle_action(), hardcoded_effects(), hardcoded_mutation_attack(), iexamine::harvest_plant(), has_child_flag(), has_enough_anesth(), newcharacter::has_higher_trait(), newcharacter::has_lower_trait(), has_opposite_trait(), newcharacter::has_same_type_trait(), hearing_ability(), hit_roll(), hurtall(), player::immune_to(), in_climate_control(), install_bionics(), introduce_into_anesthesia(), irradiate(), is_deaf(), item::is_filthy(), character_funcs::is_fun_to_read(), is_immune_damage(), is_immune_effect(), is_immune_field(), is_invisible(), wish_mutate_callback::key(), game::knockback(), talk_function::labor_return(), known_magic::learn_spell(), trapfunc::ledge(), iexamine::ledge(), player::load(), marloss_common(), marloss_prevented(), iuse::meditate(), melee_attack(), mend(), player::mend_item(), iuse::meth(), mod_pain(), modify_morale(), modify_stimulation(), game::mon_info_update(), avatar_action::move(), iuse::multicooker(), mutate(), mutate_category(), mutate_towards(), mutation_chances(), mutation_ok(), iuse::mycus(), old_mutate(), player::on_hit(), on_hurt(), npc::on_load(), iexamine::pay_gas(), perform_install(), pick_part_to_heal(), activity_handlers::pickaxe_finish(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), iuse::plantblech(), player_can_build(), player_can_see_to_build(), map::player_in_field(), iuse::poison(), iuse::portable_game(), player::practice(), print_health(), game::print_terrain_info(), process_effects_internal(), item::process_litcig(), process_one_effect(), sounds::process_sound_markers(), process_turn(), iuse::purify_iv(), iuse::purify_smart(), avatar::randomize(), npc::randomize(), character_funcs::rate_sleep_spot(), react_to_felt_pain(), avatar::read(), recalc_sight_limits(), recalc_speed_bonus(), wish_mutate_callback::refresh(), remove_child_flag(), remove_mutation(), reset_stats(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), talk_trial::roll(), roll_bash_damage(), rooted(), rooted_message(), iexamine::rubble(), run_cost(), npc::say(), talk_function::scavenging_patrol_return(), sees_with_specials(), player::select_item_component(), conditional_t< T >::set_has_any_trait(), conditional_t< T >::set_has_trait(), set_traits(), shout(), iexamine::shrub_marloss(), sight_impaired(), iexamine::sign(), trapfunc::sinkhole(), game::slip_down(), avatar::steal(), stumble(), suffer(), suffer_from_addictions(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_sunburn(), suffer_in_sunlight(), suffer_while_awake(), suffer_while_underwater(), swim_speed(), npc::talk_to_u(), test_crossing_threshold(), npc::time_to_read(), avatar::time_to_read(), player::toolmod_add(), iexamine::trap(), activity_handlers::tree_communion_do_turn(), iexamine::tree_marloss(), try_reject_mutagen(), try_start_hacking(), avatar_funcs::try_to_sleep(), uninstall_bionic(), update_body(), character_funcs::update_body_wetness(), update_bodytemp(), update_needs(), game::update_stair_monsters(), update_stomach(), consume_drug_iuse::use(), cauterize_actor::use(), enzlave_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), game::use_computer(), game::vertical_move(), iuse::vibe(), volume_capacity_reduced_by(), character_effects::vomit_mod(), game::walk_move(), iuse::weed_cake(), weed_msg(), weight_capacity(), weather_effect::wet_player(), will_eat(), and debug_menu::wishmutate().

◆ has_trait_flag()

bool Character::has_trait_flag ( const std::string &  b) const

Returns true if player has a trait with a flag.

Definition at line 108 of file mutation.cpp.

109{
110 // UGLY, SLOW, should be cached as my_mutation_flags or something
111 for( const trait_id &mut : get_mutations() ) {
112 const mutation_branch &mut_data = mut.obj();
113 if( mut_data.flags.count( b ) > 0 ) {
114 return true;
115 }
116 }
117
118 return false;
119}
std::set< std::string > flags
Definition: mutation.h:266

References b, mutation_branch::flags, and get_mutations().

Referenced by consider_butchery(), do_skill_rust(), item::food_info(), mod_rad(), mod_thirst(), player::practice(), conditional_t< T >::set_has_trait_flag(), spell::spell_fail(), enzlave_actor::use(), and will_eat().

◆ has_two_arms()

bool Character::has_two_arms ( ) const

Returns true if the player has two functioning arms.

Returns true if the character has two functioning arms.

Definition at line 1335 of file character.cpp.

1336{
1337 return get_working_arm_count() >= 2;
1338}
int get_working_arm_count() const
Returns the number of functioning arms.
Definition: character.cpp:1342

References get_working_arm_count().

Referenced by can_wear(), player::can_wield(), ranged::gunmode_checks_common(), hardcoded_mutation_attack(), map::player_in_field(), and mattack::riotbot().

◆ has_watch()

bool Character::has_watch ( ) const

Returns true if the player or their vehicle has a watch.

Definition at line 851 of file character.cpp.

852{
853 map &here = get_map();
854 return ( has_item_with_flag( "WATCH", true ) ||
855 ( here.veh_at( pos() ) &&
856 !empty( here.veh_at( pos() )->vehicle().get_avail_parts( "WATCH" ) ) ) ||
858}

References bio_watch, get_map(), has_bionic(), has_item_with_flag(), pos(), map::veh_at(), and vehicle.

Referenced by draw_loc_labels(), draw_time(), draw_time_classic(), game::list_missions(), and wait().

◆ has_weapon()

bool Character::has_weapon ( ) const
overridevirtual

Implements Creature.

Definition at line 10274 of file character.cpp.

10275{
10276 return !unarmed_attack();
10277}
bool unarmed_attack() const
True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.
Definition: melee.cpp:150

References unarmed_attack().

Referenced by perform_technique(), pick_technique(), and npc::talk_to_u().

◆ head_cloth_encumbrance()

int Character::head_cloth_encumbrance ( ) const

Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.

Definition at line 8820 of file character.cpp.

8821{
8822 int ret = 0;
8823 for( auto &i : worn ) {
8824 const item *worn_item = &i;
8825 if( i.covers( bp_head ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8826 ( worn_item->has_flag( flag_HELMET_COMPAT ) || worn_item->has_flag( flag_SKINTIGHT ) ) ) {
8827 ret += worn_item->get_encumber( *this );
8828 }
8829 }
8830 return ret;
8831}

References bp_head, flag_HELMET_COMPAT(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), item::get_encumber(), item::has_flag(), cata::hash64_detail::ret, and worn.

Referenced by can_wear().

◆ heal()

void Character::heal ( const bodypart_id healed,
int  dam 
)

Heals a body_part for dam.

Definition at line 8554 of file character.cpp.

8555{
8556 if( !is_limb_broken( healed ) ) {
8557 int effective_heal = std::min( dam, get_part_hp_max( healed ) - get_part_hp_cur( healed ) );
8558 mod_part_hp_cur( healed, effective_heal );
8559 g->events().send<event_type::character_heals_damage>( getID(), effective_heal );
8560 }
8561}
@ character_heals_damage

References character_heals_damage, g, Creature::get_part_hp_cur(), Creature::get_part_hp_max(), getID(), is_limb_broken(), and Creature::mod_part_hp_cur().

Referenced by enforce_minimum_healing(), heal_actor::finish_using(), give_aid_to(), healall(), process_bionic(), regen(), and suffer_water_damage().

◆ healall()

void Character::healall ( int  dam)

Heals all body parts for dam.

Definition at line 8563 of file character.cpp.

8564{
8565 for( const bodypart_id &bp : get_all_body_parts() ) {
8566 heal( bp, dam );
8567 mod_part_healed_total( bp, dam );
8568 }
8569}
void mod_part_healed_total(const bodypart_id &id, int mod)
Definition: creature.cpp:1605

References Creature::get_all_body_parts(), heal(), and Creature::mod_part_healed_total().

Referenced by iuse::artifact(), consume_effects(), hardcoded_effects(), spell::heal(), iuse::jet_injector(), melee_attack(), iuse::mycus(), regen(), and suffer_from_radiation().

◆ healed_bp()

void Character::healed_bp ( int  bp,
int  amount 
)

Definition at line 7787 of file character.cpp.

7788{
7789 healed_total[bp] += amount;
7790}

References healed_total.

Referenced by regen().

◆ healing_rate()

float Character::healing_rate ( float  at_rest_quality) const

Average hit points healed per turn.

Definition at line 6676 of file character.cpp.

6677{
6678 // TODO: Cache
6679 float heal_rate;
6680 if( !is_npc() ) {
6681 heal_rate = get_option< float >( "PLAYER_HEALING_RATE" );
6682 } else {
6683 heal_rate = get_option< float >( "NPC_HEALING_RATE" );
6684 }
6685 float awake_rate = heal_rate * mutation_value( "healing_awake" );
6686 float final_rate = 0.0f;
6687 if( awake_rate > 0.0f ) {
6688 final_rate += awake_rate;
6689 } else if( at_rest_quality < 1.0f ) {
6690 // Resting protects from rot
6691 final_rate += ( 1.0f - at_rest_quality ) * awake_rate;
6692 }
6693 float asleep_rate = 0.0f;
6694 if( at_rest_quality > 0.0f ) {
6695 asleep_rate = at_rest_quality * heal_rate * ( 1.0f + mutation_value( "healing_resting" ) );
6696 }
6697 if( asleep_rate > 0.0f ) {
6698 final_rate += asleep_rate * ( 1.0f + get_healthy() / 200.0f );
6699 }
6700
6701 // Most common case: awake player with no regenerative abilities
6702 // ~7e-5 is 1 hp per day, anything less than that is totally negligible
6703 static constexpr float eps = 0.000007f;
6704 add_msg( m_debug, "%s healing: %.6f", name, final_rate );
6705 if( std::abs( final_rate ) < eps ) {
6706 return 0.0f;
6707 }
6708
6709 float primary_hp_mod = mutation_value( "hp_modifier" );
6710 if( primary_hp_mod < 0.0f ) {
6711 // HP mod can't get below -1.0
6712 final_rate *= 1.0f + primary_hp_mod;
6713 }
6714
6715 return final_rate;
6716}

References add_msg(), get_healthy(), Creature::is_npc(), m_debug, mutation_value(), and name.

Referenced by regen().

◆ healing_rate_medicine()

float Character::healing_rate_medicine ( float  at_rest_quality,
const bodypart_id bp 
) const

Average hit points healed per turn from healing effects.

Definition at line 6718 of file character.cpp.

6719{
6720 float rate_medicine = 0.0f;
6721 float bandaged_rate = 0.0f;
6722 float disinfected_rate = 0.0f;
6723
6724 const effect &e_bandaged = get_effect( effect_bandaged, bp->token );
6725 const effect &e_disinfected = get_effect( effect_disinfected, bp->token );
6726
6727 if( !e_bandaged.is_null() ) {
6728 bandaged_rate += static_cast<float>( e_bandaged.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6729 ( 24_hours );
6730 if( bp == bodypart_id( "head" ) ) {
6731 bandaged_rate *= e_bandaged.get_amount( "HEAL_HEAD" ) / 100.0f;
6732 }
6733 if( bp == bodypart_id( "torso" ) ) {
6734 bandaged_rate *= e_bandaged.get_amount( "HEAL_TORSO" ) / 100.0f;
6735 }
6736 }
6737
6738 if( !e_disinfected.is_null() ) {
6739 disinfected_rate += static_cast<float>( e_disinfected.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6740 ( 24_hours );
6741 if( bp == bodypart_id( "head" ) ) {
6742 disinfected_rate *= e_disinfected.get_amount( "HEAL_HEAD" ) / 100.0f;
6743 }
6744 if( bp == bodypart_id( "torso" ) ) {
6745 disinfected_rate *= e_disinfected.get_amount( "HEAL_TORSO" ) / 100.0f;
6746 }
6747 }
6748
6749 rate_medicine += bandaged_rate + disinfected_rate;
6750 rate_medicine *= 1.0f + mutation_value( "healing_resting" );
6751 rate_medicine *= 1.0f + at_rest_quality;
6752
6753 // increase healing if character has both effects
6754 if( !e_bandaged.is_null() && !e_disinfected.is_null() ) {
6755 rate_medicine *= 2;
6756 }
6757
6758 if( get_healthy() > 0.0f ) {
6759 rate_medicine *= 1.0f + get_healthy() / 200.0f;
6760 } else {
6761 rate_medicine *= 1.0f + get_healthy() / 400.0f;
6762 }
6763 float primary_hp_mod = mutation_value( "hp_modifier" );
6764 if( primary_hp_mod < 0.0f ) {
6765 // HP mod can't get below -1.0
6766 rate_medicine *= 1.0f + primary_hp_mod;
6767 }
6768 return rate_medicine;
6769}
int get_amount(std::string arg, bool reduced=false) const
Returns the amount of a modifier type applied when a new effect is first added.
Definition: effect.cpp:974

References effect_bandaged, effect_disinfected, effect::get_amount(), Creature::get_effect(), get_healthy(), effect::is_null(), and mutation_value().

Referenced by regen().

◆ hearing_ability()

float Character::hearing_ability ( ) const

Definition at line 10199 of file character.cpp.

10200{
10201 float volume_multiplier = 1.0;
10202
10203 // Mutation/Bionic volume modifiers
10205 volume_multiplier *= 3.5;
10206 }
10207 if( has_trait( trait_PER_SLIME ) ) {
10208 // Random hearing :-/
10209 // (when it's working at all, see player.cpp)
10210 // changed from 0.5 to fix Mac compiling error
10211 volume_multiplier *= ( rng( 1, 2 ) );
10212 }
10213
10214 volume_multiplier *= Character::mutation_value( "hearing_modifier" );
10215
10216 if( has_effect( effect_deaf ) ) {
10217 // Scale linearly up to 30 minutes
10218 volume_multiplier *= ( 30_minutes - get_effect_dur( effect_deaf ) ) / 30_minutes;
10219 }
10220
10221 if( has_effect( effect_earphones ) ) {
10222 volume_multiplier *= .25;
10223 }
10224
10225 return volume_multiplier;
10226}
static const trait_id trait_PER_SLIME("PER_SLIME")
static const efftype_id effect_deaf("deaf")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_earplugs("bio_earplugs")
static const efftype_id effect_earphones("earphones")

References bio_earplugs, bio_ears, effect_deaf, effect_earphones, Creature::get_effect_dur(), has_active_bionic(), Creature::has_effect(), has_trait(), mutation_value(), rng(), and trait_PER_SLIME.

Referenced by can_hear(), and sounds::process_sound_markers().

◆ heat_emission()

void Character::heat_emission ( bionic bio,
int  fuel_energy 
)

Handle heat from exothermic power generation.

Definition at line 1449 of file bionics.cpp.

1450{
1451 if( !bio.info().exothermic_power_gen ) {
1452 return;
1453 }
1454 const float efficiency = bio.info().fuel_efficiency;
1455
1456 const int heat_prod = fuel_energy * ( 1.0f - efficiency );
1457 const int heat_level = std::min( heat_prod / 10, 4 );
1458 const emit_id hotness = emit_id( "emit_hot_air" + std::to_string( heat_level ) + "_cbm" );
1459 map &here = get_map();
1460 if( hotness.is_valid() ) {
1461 const int heat_spread = std::max( heat_prod / 10 - heat_level, 1 );
1462 here.emit_field( pos(), hotness, heat_spread );
1463 }
1464 for( const std::pair<const bodypart_str_id, int> &bp : bio.info().occupied_bodyparts ) {
1465 add_effect( effect_heating_bionic, 2_seconds, bp.first->token, heat_prod );
1466 }
1467}
static const efftype_id effect_heating_bionic("heating_bionic")
bool exothermic_power_gen
If true this bionic emits heat when producing power.
Definition: bionics.h:73
string_id< emit > emit_id
Definition: type_id.h:51

References Creature::add_effect(), effect_heating_bionic, map::emit_field(), bionic_data::exothermic_power_gen, bionic_data::fuel_efficiency, get_map(), bionic::info(), string_id< T >::is_valid(), bionic_data::occupied_bodyparts, pos(), and to_string().

Referenced by burn_fuel(), and passive_power_gen().

◆ height()

int Character::height ( ) const

Definition at line 6857 of file character.cpp.

6858{
6859 switch( get_size() ) {
6860 case MS_TINY:
6861 return init_height - 100;
6862 case MS_SMALL:
6863 return init_height - 50;
6864 case MS_MEDIUM:
6865 return init_height;
6866 case MS_LARGE:
6867 return init_height + 50;
6868 case MS_HUGE:
6869 return init_height + 100;
6870 default:
6871 break;
6872 }
6873
6874 debugmsg( "Invalid size class" );
6875 abort();
6876}
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_SMALL
Definition: creature.h:59
@ MS_MEDIUM
Definition: creature.h:60

References abort, debugmsg, get_size(), init_height, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, and MS_TINY.

Referenced by bodyweight(), height_string(), and set_base_height().

◆ height_string()

std::string Character::height_string ( ) const

Definition at line 6842 of file character.cpp.

6843{
6844 const bool metric = get_option<std::string>( "DISTANCE_UNITS" ) == "metric";
6845
6846 if( metric ) {
6847 std::string metric_string = _( "%d cm" );
6848 return string_format( metric_string, height() );
6849 }
6850
6851 int total_inches = std::round( height() / 2.54 );
6852 int feet = std::floor( total_inches / 12 );
6853 int remainder_inches = total_inches % 12;
6854 return string_format( "%d\'%d\"", feet, remainder_inches );
6855}

References _, height(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ hit_roll()

float Character::hit_roll ( ) const
overridevirtual

Returns the player's basic hit roll that is compared to the target's dodge roll.

Implements Creature.

Definition at line 297 of file melee.cpp.

298{
299 // Dexterity, skills, weapon and martial arts
300 float hit = get_melee_hit_base();
301
302 // Farsightedness makes us hit worse
303 if( has_trait( trait_HYPEROPIC ) && !worn_with_flag( "FIX_FARSIGHT" ) &&
305 hit -= 2.0f;
306 }
307
308 //Unstable ground chance of failure
310 hit *= 0.75f;
311 }
312
313 hit *= std::max( 0.25f, 1.0f - encumb( bp_torso ) / 100.0f );
314
315 return melee::melee_hit_range( hit );
316}
float get_melee_hit_base() const
Returns weapon skill.
Definition: melee.cpp:291
float melee_hit_range(float accuracy)
Once the accuracy (sum of modifiers) of an attack has been determined, this is used to actually roll ...
Definition: melee.cpp:2432

References bp_torso, effect_bouldering, effect_contacts, encumb(), get_melee_hit_base(), Creature::has_effect(), has_trait(), melee::melee_hit_range(), trait_HYPEROPIC, and worn_with_flag().

Referenced by player::disarm(), melee_attack(), perform_special_attacks(), and scored_crit().

◆ hitall()

int Character::hitall ( int  dam,
int  vary,
Creature source 
)

Harms all body parts for dam, with armor reduction.

If vary > 0 damage to parts are random within vary % (1-100)

Definition at line 8589 of file character.cpp.

8590{
8591 int damage_taken = 0;
8592 for( int i = 0; i < num_hp_parts; i++ ) {
8593 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
8594 int ddam = vary ? dam * rng( 100 - vary, 100 ) / 100 : dam;
8595 int cut = 0;
8596 auto damage = damage_instance::physical( ddam, cut, 0 );
8597 damage_taken += deal_damage( source, bp, damage ).total_damage();
8598 }
8599 return damage_taken;
8600}
static body_part hp_to_bp(hp_part hpart)
Converts an hp_part to a body_part.
Definition: character.cpp:6501
int_id< T > id() const
Translate the string based it to the matching integer based id.
Definition: ammo_effect.cpp:54

References convert_bp(), deal_damage(), hp_to_bp(), string_id< T >::id(), num_hp_parts, damage_instance::physical(), rng(), and dealt_damage_instance::total_damage().

Referenced by game::forced_door_closing(), and vehicle::part_collision().

◆ hp_to_bp()

body_part Character::hp_to_bp ( hp_part  hpart)
static

Converts an hp_part to a body_part.

Definition at line 6501 of file character.cpp.

6502{
6503 switch( hpart ) {
6504 case hp_head:
6505 return bp_head;
6506 case hp_torso:
6507 return bp_torso;
6508 case hp_arm_l:
6509 return bp_arm_l;
6510 case hp_arm_r:
6511 return bp_arm_r;
6512 case hp_leg_l:
6513 return bp_leg_l;
6514 case hp_leg_r:
6515 return bp_leg_r;
6516 default:
6517 return num_bp;
6518 }
6519}

References bp_arm_l, bp_arm_r, bp_head, bp_leg_l, bp_leg_r, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_bp.

Referenced by iexamine::autodoc(), cauterize_actor::cauterize_effect(), draw_limb_health(), heal_actor::finish_using(), hitall(), pick_part_to_heal(), map::player_in_field(), regen(), heal_actor::use_healing_item(), and npc::wear_if_wanted().

◆ hurtall()

void Character::hurtall ( int  dam,
Creature source,
bool  disturb = true 
)

Hurts all body parts for dam, no armor reduction.

Definition at line 8571 of file character.cpp.

8572{
8573 if( is_dead_state() || has_trait( trait_DEBUG_NODMG ) || dam <= 0 ) {
8574 return;
8575 }
8576
8577 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
8578 // Don't use apply_damage here or it will annoy the player with 6 queries
8579 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( bp ) );
8580 mod_part_hp_cur( bp, - dam_to_bodypart );
8581 g->events().send<event_type::character_takes_damage>( getID(), dam_to_bodypart );
8582 }
8583
8584 // Low pain: damage is spread all over the body, so not as painful as 6 hits in one part
8585 mod_pain( dam );
8586 on_hurt( source, disturb );
8587}

References character_takes_damage, g, Creature::get_all_body_parts(), Creature::get_part_hp_cur(), getID(), has_trait(), is_dead_state(), mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), and trait_DEBUG_NODMG.

Referenced by trapfunc::drain(), hardcoded_effects(), marloss_common(), trapfunc::pit(), map::player_in_field(), game::process_artifact(), regen(), map::shake_vehicle(), suffer_from_bad_bionics(), suffer_from_radiation(), trapfunc::tripwire(), and try_reject_mutagen().

◆ i_add()

item & Character::i_add ( item  it,
bool  should_stack = true 
)

Definition at line 2373 of file character.cpp.

2374{
2375 itype_id item_type_id = it.typeId();
2376 last_item = item_type_id;
2377
2378 if( it.is_food() || it.is_ammo() || it.is_gun() || it.is_armor() ||
2379 it.is_book() || it.is_tool() || it.is_melee() || it.is_food_container() ) {
2380 inv.unsort();
2381 }
2382
2383 // if there's a desired invlet for this item type, try to use it
2384 bool keep_invlet = false;
2385 const invlets_bitset cur_inv = allocated_invlets();
2386 for( auto iter : inv.assigned_invlet ) {
2387 if( iter.second == item_type_id && !cur_inv[iter.first] ) {
2388 it.invlet = iter.first;
2389 keep_invlet = true;
2390 break;
2391 }
2392 }
2393 auto &item_in_inv = inv.add_item( it, keep_invlet, true, should_stack );
2394 item_in_inv.on_pickup( *this );
2395 clear_npc_ai_info_cache( "reloadables" );
2396 return item_in_inv;
2397}
itype_id last_item
Definition: character.h:1552
std::bitset< std::numeric_limits< char >::max()> allocated_invlets() const
Only use for UI things.
Definition: character.cpp:2599
void clear_npc_ai_info_cache(const std::string &key) const
std::map< char, itype_id > assigned_invlet
Definition: inventory.h:99
bool is_food_container() const
Definition: item.cpp:6493
bool is_book() const
Definition: item.cpp:6594
void on_pickup(Character &p)
Callback when a player starts carrying the item.
Definition: item.cpp:4440
bool is_melee(damage_type dt) const
Is this item an effective melee weapon for the given damage type?
Definition: item.cpp:6562

References inventory::add_item(), allocated_invlets(), inventory::assigned_invlet, clear_npc_ai_info_cache(), inv, item::invlet, item::is_ammo(), item::is_armor(), item::is_book(), item::is_food(), item::is_food_container(), item::is_gun(), item::is_melee(), item::is_tool(), last_item, item::on_pickup(), item::typeId(), and inventory::unsort().

Referenced by player::add_or_drop_with_msg(), iuse::adrenaline_injector(), iuse::arrow_flammable(), monexamine::attach_or_remove_saddle(), debug_menu::debug(), fetch_activity(), give_item_to(), handle_harvest(), i_add_or_drop(), mount_creature(), npc::mug_player(), iuse::multicooker(), item_location::impl::item_on_map::obtain(), item_location::impl::item_on_person::obtain(), item_location::impl::item_on_vehicle::obtain(), item_location::impl::item_in_container::obtain(), pick_one_up(), npc::pick_up_item(), iuse::purify_smart(), iuse::radiocar(), item::reload(), monexamine::remove_leash(), mattack::riotbot(), talk_effect_fun_t::set_bulk_trade_accept(), set_item_inventory(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_sell_item(), gun_actor::shoot(), spell_effect::spawn_ethereal_item(), avatar::steal(), npc::stow_item(), npc_trading::transfer_items(), ammobelt_actor::use(), iuse::vaccine(), and avatar_action::wield().

◆ i_add_or_drop()

bool Character::i_add_or_drop ( item it,
int  qty = 1 
)

Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.

An optional qty can be provided (and will perform better than separate calls).

Definition at line 2511 of file character.cpp.

2512{
2513 bool retval = true;
2514 bool drop = it.made_of( LIQUID );
2515 bool add = it.is_gun() || !it.is_irremovable();
2516 inv.assign_empty_invlet( it, *this );
2517 map &here = get_map();
2518 for( int i = 0; i < qty; ++i ) {
2519 drop |= !can_pick_weight( it, !get_option<bool>( "DANGEROUS_PICKUPS" ) ) || !can_pick_volume( it );
2520 if( drop ) {
2521 retval &= !here.add_item_or_charges( pos(), it ).is_null();
2522 } else if( add ) {
2523 i_add( it );
2524 }
2525 }
2526
2527 return retval;
2528}
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2373
bool can_pick_volume(const item &it) const
Definition: character.cpp:2944
void assign_empty_invlet(item &it, const Character &p, bool force=false)
Definition: inventory.cpp:1151
bool is_irremovable() const
Definition: item.cpp:6660
type add(type dir1, type dir2)
Returns a sum of two numbers.
Definition: overmap.cpp:4193

References om_direction::add(), map::add_item_or_charges(), inventory::assign_empty_invlet(), can_pick_volume(), can_pick_weight(), drop(), get_map(), i_add(), inv, item::is_gun(), item::is_irremovable(), item::is_null(), LIQUID, item::made_of(), and pos().

Referenced by activate_mutation(), salvage_actor::cut_up(), drop_or_handle(), heal_actor::finish_using(), player::gunmod_remove(), item_contents::handle_liquid_or_spill(), iexamine::pedestal_wyrm(), item::reload(), remove_radio_mod(), player::unload(), consume_drug_iuse::use(), bandolier_actor::use(), iexamine::vending(), and debug_menu::wishitem().

◆ i_add_to_container()

int Character::i_add_to_container ( const item it,
bool  unloading 
)

Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full.

Parameters
unloadingDo not try to add to a container when the item was intentionally unloaded.
Returns
Remaining charges which could not be stored in a container.

Definition at line 2337 of file character.cpp.

2338{
2339 int charges = it.charges;
2340 if( !it.is_ammo() || unloading ) {
2341 return charges;
2342 }
2343
2344 const itype_id item_type = it.typeId();
2345 auto add_to_container = [&it, &charges]( item & container ) {
2346 auto &contained_ammo = container.contents.front();
2347 if( contained_ammo.charges < container.ammo_capacity() ) {
2348 const int diff = container.ammo_capacity() - contained_ammo.charges;
2349 //~ %1$s: item name, %2$s: container name
2350 add_msg( pgettext( "container", "You put the %1$s in your %2$s." ), it.tname(), container.tname() );
2351 if( diff > charges ) {
2352 contained_ammo.charges += charges;
2353 return 0;
2354 } else {
2355 contained_ammo.charges = container.ammo_capacity();
2356 return charges - diff;
2357 }
2358 }
2359 return charges;
2360 };
2361
2362 visit_items( [ & ]( item * item ) {
2363 if( charges > 0 && item->is_ammo_container() && item_type == item->contents.front().typeId() ) {
2364 charges = add_to_container( *item );
2365 item->handle_pickup_ownership( *this );
2366 }
2367 return VisitResponse::NEXT;
2368 } );
2369
2370 return charges;
2371}
bool is_ammo_container() const
Definition: item.cpp:6547

References add_msg(), item::charges, item::contents, item_contents::front(), item::is_ammo(), item::is_ammo_container(), NEXT, pgettext(), item::tname(), item::typeId(), and visitable< Character >::visit_items().

Referenced by player::add_or_drop_with_msg(), and pick_one_up().

◆ i_at() [1/2]

◆ i_at() [2/2]

const item & Character::i_at ( int  position) const

Definition at line 2437 of file character.cpp.

2438{
2439 if( position == -1 ) {
2440 return weapon;
2441 }
2442 if( position < -1 ) {
2443 int worn_index = worn_position_to_index( position );
2444 if( static_cast<size_t>( worn_index ) < worn.size() ) {
2445 auto iter = worn.begin();
2446 std::advance( iter, worn_index );
2447 return *iter;
2448 }
2449 }
2450
2451 return inv.find_item( position );
2452}
const item & find_item(int position) const
Definition: inventory.cpp:800

References inventory::find_item(), inv, position, weapon, worn, and worn_position_to_index().

◆ i_rem() [1/2]

item Character::i_rem ( const item it)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
itA pointer to the item to be removed. The item must exists in the players possession (one can use has_item to check for this).
Returns
A copy of the removed item.

Definition at line 2494 of file character.cpp.

2495{
2496 auto tmp = remove_items_with( [&it]( const item & i ) {
2497 return &i == it;
2498 }, 1 );
2499 if( tmp.empty() ) {
2500 debugmsg( "did not found item %s to remove it!", it->tname() );
2501 return item();
2502 }
2503 return tmp.front();
2504}
std::list< item > remove_items_with(const std::function< bool(const item &)> &filter, int count=INT_MAX)
Removes items contained by this instance which match the filter.

References debugmsg, visitable< Character >::remove_items_with(), and item::tname().

◆ i_rem() [2/2]

item Character::i_rem ( int  pos)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
posThe item position of the item to be removed. The item must exists, use has_item to check this.
Returns
A copy of the removed item.

Definition at line 2476 of file character.cpp.

2477{
2478 item tmp;
2479 if( pos == -1 ) {
2480 tmp = weapon;
2481 weapon = item();
2482 return tmp;
2483 } else if( pos < -1 && pos > worn_position_to_index( worn.size() ) ) {
2484 auto iter = worn.begin();
2485 std::advance( iter, worn_position_to_index( pos ) );
2486 tmp = *iter;
2487 tmp.on_takeoff( *this );
2488 worn.erase( iter );
2489 return tmp;
2490 }
2491 return inv.remove_item( pos );
2492}
item remove_item(const item *it)
Remove a specific item from the inventory.
Definition: inventory.cpp:718

References inv, item::on_takeoff(), pos(), inventory::remove_item(), weapon, worn, and worn_position_to_index().

Referenced by monexamine::add_leash(), apply_damage(), monexamine::attach_bag_to(), mattack::bio_op_disarm(), iuse::blood_draw(), player::consume(), consume_charges(), player::disarm(), drop_invalid_inventory(), npc::drop_items(), iuse::fish_trap(), give_item_to(), activity_handlers::gunmod_add_finish(), ranged::handle_gun_damage(), i_rem_keep_contents(), monexamine::insert_battery(), invoke_item(), activity_handlers::lockpicking_finish(), iuse::lumber(), npc::mug_player(), npc_throw(), pickup::obtain_and_tokenize_items(), iuse::radiocar(), player::reduce_charges(), avatar::steal(), player::store(), tidy_activity(), unpack_actor::use(), and avatar::wield().

◆ i_rem_keep_contents()

void Character::i_rem_keep_contents ( int  idx)

Definition at line 2506 of file character.cpp.

2507{
2508 i_rem( idx ).spill_contents( pos() );
2509}

References i_rem(), pos(), and item::spill_contents().

Referenced by damage_item(), and sew_advanced_actor::use().

◆ in_climate_control()

bool Character::in_climate_control ( )

Returns true if the player is in a climate controlled area or armor.

Definition at line 3840 of file character.cpp.

3841{
3842 bool regulated_area = false;
3843 // Check
3845 return true;
3846 }
3847 map &here = get_map();
3849 in_sleep_state() ) {
3850 return true;
3851 }
3852 for( auto &w : worn ) {
3853 if( w.has_flag( flag_CLIMATE_CONTROL.str() ) ) {
3854 return true;
3855 }
3856 }
3858 // save CPU and simulate acclimation.
3860 if( const optional_vpart_position vp = here.veh_at( pos() ) ) {
3861 // TODO: (?) Force player to scrounge together an AC unit
3862 regulated_area = (
3863 vp->is_inside() && // Already checks for opened doors
3864 vp->vehicle().total_power_w( true ) > 0 // Out of gas? No AC for you!
3865 );
3866 }
3867 // TODO: AC check for when building power is implemented
3868 last_climate_control_ret = regulated_area;
3869 if( !regulated_area ) {
3870 // Takes longer to cool down / warm up with AC, than it does to step outside and feel cruddy.
3871 next_climate_control_check += 40_turns;
3872 }
3873 } else {
3875 }
3876 return regulated_area;
3877}
static const trait_id trait_M_SKIN3("M_SKIN3")
static const flag_str_id flag_CLIMATE_CONTROL("CLIMATE_CONTROL")
static const bionic_id bio_climate("bio_climate")
static const std::string flag_FUNGUS("FUNGUS")
bool has_flag_ter_or_furn(const std::string &flag, const tripoint &p) const
Definition: map.cpp:2322

References bio_climate, flag_CLIMATE_CONTROL, flag_FUNGUS(), get_map(), has_active_bionic(), map::has_flag_ter_or_furn(), has_trait(), in_sleep_state(), last_climate_control_ret, next_climate_control_check, pos(), string_id< T >::str(), trait_M_SKIN3, calendar::turn, map::veh_at(), and worn.

Referenced by update_bodytemp().

◆ in_sleep_state()

◆ in_species()

bool Character::in_species ( const species_id spec) const
overridevirtual

Reimplemented from Creature.

Definition at line 510 of file character.cpp.

511{
512 return spec == HUMAN;
513}
static const species_id HUMAN("HUMAN")

References HUMAN.

◆ initialize_stomach_contents()

void Character::initialize_stomach_contents ( )

Definition at line 195 of file stomach.cpp.

196{
198}

References stomach.

◆ install_bionics()

bool Character::install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2234 of file bionics.cpp.

2236{
2237 if( !type.bionic ) {
2238 debugmsg( "Tried to install NULL bionic" );
2239 return false;
2240 }
2241
2242 const bionic_id &bioid = type.bionic->id;
2243 const bionic_id &upbioid = bioid->upgraded_bionic;
2244 const int difficulty = type.bionic->difficulty;
2245 float adjusted_skill;
2246 int pl_skill;
2247 if( autodoc ) {
2248 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2251 skill_level );
2252 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2255 skill_level );
2256 } else {
2257 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2260 skill_level );
2261 pl_skill = installer.bionics_pl_skill( skill_electronics,
2264 skill_level );
2265 }
2266 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty );
2267
2268 // Practice skills only if conducting manual installation
2269 if( !autodoc ) {
2270 installer.practice( skill_electronics, static_cast<int>( ( 100 - chance_of_success ) * 1.5 ) );
2271 installer.practice( skill_firstaid, static_cast<int>( ( 100 - chance_of_success ) * 1.0 ) );
2272 installer.practice( skill_mechanics, static_cast<int>( ( 100 - chance_of_success ) * 0.5 ) );
2273 }
2274
2275 int success = chance_of_success - rng( 0, 99 );
2276 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2277 perform_install( bioid, upbioid, difficulty, success, pl_skill, "NOT_MED",
2278 bioid->canceled_mutations );
2279 return true;
2280 }
2281 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2282 activity.values.push_back( difficulty );
2283 activity.values.push_back( success );
2284 activity.values.push_back( units::to_joule( bioid->capacity ) );
2285 activity.values.push_back( pl_skill );
2286 activity.str_values.push_back( "install" );
2287 activity.str_values.push_back( bioid.str() );
2288
2289 if( installer.has_trait( trait_PROF_MED ) || installer.has_trait( trait_PROF_AUTODOC ) ) {
2290 activity.str_values.push_back( installer.disp_name( true ) );
2291 } else {
2292 activity.str_values.push_back( "NOT_MED" );
2293 }
2294 if( autodoc ) {
2295 activity.str_values.push_back( "true" );
2296 } else {
2297 activity.str_values.push_back( "false" );
2298 }
2299 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2300 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2301 }
2302
2303 return true;
2304}
static const activity_id ACT_OPERATION("ACT_OPERATION")
void perform_install(bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
Success or failure of installation happens here.
Definition: bionics.cpp:2306
std::vector< std::string > str_values
void practice(const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
This handles giving xp for a skill.
Definition: player.cpp:2329
constexpr value_type to_joule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:40
bionic_id upgraded_bionic
Id of another bionic which this bionic can upgrade.
Definition: bionics.h:125

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::canceled_mutations, bionic_data::capacity, debugmsg, disp_name(), effect_under_op, has_trait(), bionic_data::occupied_bodyparts, perform_install(), player::practice(), rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_joule(), trait_DEBUG_BIONICS, trait_PROF_AUTODOC, trait_PROF_MED, type, bionic_data::upgraded_bionic, and player_activity::values.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ introduce_into_anesthesia()

void Character::introduce_into_anesthesia ( const time_duration duration,
player installer,
bool  needs_anesthesia 
)

Handles process of introducing patient into anesthesia during Autodoc operations.

Requires anesthesia kits or NOPAIN mutation

Definition at line 2820 of file bionics.cpp.

2822{
2823 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2824 installer.add_msg_if_player( m_info,
2825 _( "You tell the pain to bug off and proceed with the operation." ) );
2826 return;
2827 }
2828 installer.add_msg_player_or_npc( m_info,
2829 _( "You set up the operation step-by-step, configuring the Autodoc to manipulate a CBM." ),
2830 _( "<npcname> sets up the operation, configuring the Autodoc to manipulate a CBM." ) );
2831
2833 _( "You settle into position, sliding your right wrist into the couch's strap." ),
2834 _( "<npcname> settles into position, sliding their wrist into the couch's strap." ) );
2835 if( needs_anesthesia ) {
2836 //post-threshold medical mutants do not fear operations.
2839 _( "You feel excited as the operation starts." ) );
2840 }
2841
2843 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2844
2845 //post-threshold medical mutants with Deadened don't need anesthesia due to their inability to feel pain
2846 } else {
2847 //post-threshold medical mutants do not fear operations.
2850 _( "You feel excited as the Autodoc slices painlessly into you. You enjoy the sight of scalpels slicing you apart." ) );
2851 } else {
2853 _( "You stay very, very still, focusing intently on an interesting stain on the ceiling, as the Autodoc slices painlessly into you." ) );
2854 }
2855 }
2856
2857 //Pain junkies feel sorry about missed pain from operation.
2861 _( "As your consciousness slips away, you feel regret that you won't be able to enjoy the operation." ) );
2862 }
2863
2864 if( has_effect( effect_narcosis ) ) {
2865 const time_duration remaining_time = get_effect_dur( effect_narcosis );
2866 if( remaining_time <= duration ) {
2867 const time_duration top_off_time = duration - remaining_time;
2868 add_effect( effect_narcosis, top_off_time );
2869 fall_asleep( top_off_time );
2870 }
2871 } else {
2872 add_effect( effect_narcosis, duration );
2873 fall_asleep( duration );
2874 }
2875}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_THRESH_MEDICAL("THRESH_MEDICAL")
static const trait_id trait_MASOCHIST_MED("MASOCHIST_MED")
static const trait_id trait_CENOBITE("CENOBITE")
static const trait_id trait_MASOCHIST("MASOCHIST")
void add_msg_player_or_npc(const std::string &player_msg, const std::string &npc_str) const override
Definition: player.cpp:2598
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:2593

References _, Creature::add_effect(), Creature::add_msg_if_player(), player::add_msg_if_player(), Creature::add_msg_player_or_npc(), player::add_msg_player_or_npc(), effect_narcosis, fall_asleep(), Creature::get_effect_dur(), Creature::has_effect(), has_trait(), m_info, m_mixed, trait_CENOBITE, trait_DEBUG_BIONICS, trait_MASOCHIST, trait_MASOCHIST_MED, and trait_THRESH_MEDICAL.

Referenced by iexamine::autodoc().

◆ inv_dump()

std::vector< item * > Character::inv_dump ( )

Definition at line 8869 of file character.cpp.

8870{
8871 std::vector<item *> ret;
8872 if( is_armed() && can_unwield( weapon ).success() ) {
8873 ret.push_back( &weapon );
8874 }
8875 for( auto &i : worn ) {
8876 ret.push_back( &i );
8877 }
8878 inv.dump( ret );
8879 return ret;
8880}
void dump(std::vector< item * > &dest)
Definition: inventory.cpp:791

References can_unwield(), inventory::dump(), inv, is_armed(), cata::hash64_detail::ret, behavior::success, weapon, and worn.

Referenced by npc::apply_ownership_to_inv(), are_requirements_nearby(), npc::die(), generic_multi_activity_locations(), irradiate(), game::load(), item_action_generator::map_actions_to_items(), place_corpse(), conditional_t< T >::set_has_stolen_item(), sleep(), game::start_game(), and tidy_activity().

◆ invalidate_crafting_inventory()

◆ invlet_to_item()

item * Character::invlet_to_item ( int  invlet)

Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet.

Don't use this on npcs. Only use the invlet in the user interface, otherwise always use the item position.

Definition at line 2413 of file character.cpp.

2414{
2415 // Invlets may come from curses, which may also return any kind of key codes, those being
2416 // of type int and they can become valid, but different characters when casted to char.
2417 // Example: KEY_NPAGE (returned when the player presses the page-down key) is 0x152,
2418 // casted to char would yield 0x52, which happens to be 'R', a valid invlet.
2419 if( linvlet > std::numeric_limits<char>::max() || linvlet < std::numeric_limits<char>::min() ) {
2420 return nullptr;
2421 }
2422 const char invlet = static_cast<char>( linvlet );
2423 item *invlet_item = nullptr;
2424 visit_items( [&invlet, &invlet_item]( item * it ) {
2425 if( it->invlet == invlet ) {
2426 invlet_item = it;
2427 return VisitResponse::ABORT;
2428 }
2429 // Visit top-level items only as UIs don't support nested items.
2430 // Also, inventory restack logic depends on this.
2431 return VisitResponse::SKIP;
2432 } );
2433 return invlet_item;
2434}

References item::invlet, SKIP, and visitable< Character >::visit_items().

Referenced by pick_one_up(), player::reassign_item(), inventory::restack(), player::sort_armor(), and game_menus::inv::swap_letters().

◆ invoke_item() [1/4]

bool Character::invoke_item ( item used)
virtual

As above two, but with position equal to current position.

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7234 of file character.cpp.

7235{
7236 return invoke_item( used, pos() );
7237}

References invoke_item(), and pos().

◆ invoke_item() [2/4]

bool Character::invoke_item ( item used,
const std::string &  method 
)
virtual

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7244 of file character.cpp.

7245{
7246 return invoke_item( used, method, pos() );
7247}

References invoke_item(), and pos().

◆ invoke_item() [3/4]

bool Character::invoke_item ( item used,
const std::string &  method,
const tripoint pt 
)
virtual

As above, but with a pre-selected method.

Debugmsg if this item doesn't have this method.

Reimplemented in avatar, npc, and avatar.

Definition at line 7249 of file character.cpp.

7250{
7251 if( !has_enough_charges( *used, true ) ) {
7252 return false;
7253 }
7254
7255 item *actually_used = used->get_usable_item( method );
7256 if( actually_used == nullptr ) {
7257 debugmsg( "Tried to invoke a method %s on item %s, which doesn't have this method",
7258 method.c_str(), used->tname() );
7259 return false;
7260 }
7261
7262 int charges_used = actually_used->type->invoke( *this->as_player(), *actually_used, pt, method );
7263 if( charges_used == 0 ) {
7264 return false;
7265 }
7266 // Prevent accessing the item as it may have been deleted by the invoked iuse function.
7267
7268 if( used->is_tool() || used->is_medication() || used->get_contained().is_medication() ) {
7269 return consume_charges( *actually_used, charges_used );
7270 } else if( used->is_bionic() || used->is_deployable() || method == "place_trap" ) {
7271 i_rem( used );
7272 return true;
7273 }
7274
7275 return false;
7276}
bool has_enough_charges(const item &it, bool show_msg) const
Has the item enough charges to invoke its use function? Also checks if UPS from this player is used i...
Definition: character.cpp:7373
bool consume_charges(item &used, int qty)
Consume charges of a tool or comestible item, potentially destroying it in the process.
Definition: character.cpp:7428
bool is_deployable() const
Definition: item.cpp:6833
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7848
bool is_bionic() const
Definition: item.cpp:6437
int invoke(player &p, item &it, const tripoint &pos) const
Definition: itype.cpp:105

References Creature::as_player(), consume_charges(), debugmsg, item::get_contained(), item::get_usable_item(), has_enough_charges(), i_rem(), itype::invoke(), item::is_bionic(), item::is_deployable(), item::is_medication(), item::is_tool(), item::tname(), and item::type.

◆ invoke_item() [4/4]

bool Character::invoke_item ( item ,
const tripoint pt 
)
virtual

Asks how to use the item (if it has more than one use_method) and uses it.

Returns true if it destroys the item. Consumes charges from the item. Multi-use items are ONLY supported when all use_methods are iuse_actor!

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7239 of file character.cpp.

7240{
7241 return false;
7242}

Referenced by activate_bionic(), activate_mutation(), invoke_item(), avatar::invoke_item(), npc::invoke_item(), player::use(), and iexamine::use_furn_fake_item().

◆ irradiate()

bool Character::irradiate ( float  rads,
bool  bypass = false 
)

Handles mitigation and application of radiation.

Definition at line 1534 of file suffer.cpp.

1535{
1536 int rad_mut = 0;
1537 if( has_trait( trait_RADIOACTIVE3 ) ) {
1538 rad_mut = 3;
1539 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1540 rad_mut = 2;
1541 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1542 rad_mut = 1;
1543 }
1544
1545 if( rads > 0 ) {
1546 bool has_helmet = false;
1547 const bool power_armored = is_wearing_power_armor( &has_helmet );
1548 const bool rad_resist = power_armored || worn_with_flag( "RAD_RESIST" );
1549
1550 if( is_rad_immune() && !bypass ) {
1551 // Power armor and some high-tech gear protects completely from radiation
1552 rads = 0.0f;
1553 } else if( rad_resist && !bypass ) {
1554 rads /= 4.0f;
1555 }
1556
1557 if( has_effect( effect_iodine ) ) {
1558 // Radioactive mutation makes iodine less efficient (but more useful)
1559 rads *= 0.3f + 0.1f * rad_mut;
1560 }
1561
1562 int rads_max = roll_remainder( rads );
1563 mod_rad( rng( 0, rads_max ) );
1564
1565 // Apply rads to any radiation badges.
1566 for( item *const it : inv_dump() ) {
1567 if( it->typeId() != itype_rad_badge ) {
1568 continue;
1569 }
1570
1571 // Actual irradiation levels of badges and the player aren't precisely matched.
1572 // This is intentional.
1573 const int before = it->irradiation;
1574
1575 const int delta = rng( 0, rads_max );
1576 if( delta == 0 ) {
1577 continue;
1578 }
1579
1580 it->irradiation += delta;
1581
1582 // If in inventory (not worn), don't print anything.
1583 if( inv.has_item( *it ) ) {
1584 continue;
1585 }
1586
1587 // If the color hasn't changed, don't print anything.
1588 const std::string &col_before = rad_badge_color( before );
1589 const std::string &col_after = rad_badge_color( it->irradiation );
1590 if( col_before == col_after ) {
1591 continue;
1592 }
1593
1594 add_msg_if_player( m_warning, _( "Your radiation badge changes from %1$s to %2$s!" ),
1595 col_before, col_after );
1596 }
1597
1598 if( rads > 0.0f ) {
1599 return true;
1600 }
1601 }
1602 return false;
1603}
std::vector< item * > inv_dump()
Definition: character.cpp:8869
bool is_rad_immune() const
Returns true if the player is protected from radiation.
Definition: character.cpp:6173
std::string rad_badge_color(const int rad)
Definition: item.cpp:289
static const trait_id trait_RADIOACTIVE2("RADIOACTIVE2")
static const trait_id trait_RADIOACTIVE3("RADIOACTIVE3")
static const trait_id trait_RADIOACTIVE1("RADIOACTIVE1")
static const itype_id itype_rad_badge("rad_badge")
static const efftype_id effect_iodine("iodine")

References _, Creature::add_msg_if_player(), effect_iodine, Creature::has_effect(), visitable< T >::has_item(), has_trait(), inv, inv_dump(), is_rad_immune(), is_wearing_power_armor(), itype_rad_badge, m_warning, mod_rad(), rad_badge_color(), rng(), roll_remainder(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, and worn_with_flag().

Referenced by trapfunc::glow(), hardcoded_effects(), modify_radiation(), map::player_in_field(), game::process_artifact(), mattack::science(), and suffer_from_radiation().

◆ is_armed()

◆ is_auto_moving()

bool Character::is_auto_moving ( ) const

Definition at line 10410 of file character.cpp.

10411{
10412 return destination_point.has_value();
10413}

References destination_point.

Referenced by game::handle_action(), and avatar_action::move().

◆ is_blind()

bool Character::is_blind ( ) const

◆ is_category_allowed() [1/2]

bool Character::is_category_allowed ( const std::string &  category) const

Definition at line 396 of file mutation.cpp.

397{
398 bool allowed = false;
399 bool restricted = false;
400 for( const trait_id &mut : get_mutations() ) {
401 for( const std::string &Ch_cat : mut.obj().allowed_category ) {
402 restricted = true;
403 if( Ch_cat == category ) {
404 allowed = true;
405 }
406 }
407 }
408 if( !restricted ) {
409 allowed = true;
410 }
411 return allowed;
412}

References get_mutations().

◆ is_category_allowed() [2/2]

bool Character::is_category_allowed ( const std::vector< std::string > &  category) const

Returns true if this category of mutation is allowed.

Definition at line 373 of file mutation.cpp.

374{
375 bool allowed = false;
376 bool restricted = false;
377 for( const trait_id &mut : get_mutations() ) {
378 if( !mut.obj().allowed_category.empty() ) {
379 restricted = true;
380 }
381 for( const std::string &Mu_cat : category ) {
382 if( mut.obj().allowed_category.count( Mu_cat ) ) {
383 allowed = true;
384 break;
385 }
386 }
387
388 }
389 if( !restricted ) {
390 allowed = true;
391 }
392 return allowed;
393
394}

References get_mutations().

Referenced by mutation_ok(), and old_mutate().

◆ is_dead_state()

bool Character::is_dead_state ( ) const
overridevirtual

Returns true if the character should be dead.

Implements Creature.

Definition at line 483 of file character.cpp.

484{
485 return get_part_hp_cur( bodypart_id( "head" ) ) <= 0 ||
486 get_part_hp_cur( bodypart_id( "torso" ) ) <= 0;
487}

References Creature::get_part_hp_cur().

Referenced by apply_damage(), block_hit(), game::do_turn(), game::handle_action(), hurtall(), npc::is_dead(), game::is_game_over(), player::on_dodge(), vehicle_part::set_crew(), npc::talk_to_u(), game::win(), and game::win_screen().

◆ is_deaf()

◆ is_elec_immune()

bool Character::is_elec_immune ( ) const
overridevirtual

Returns true is the player is protected from electric shocks.

Implements Creature.

Definition at line 6103 of file character.cpp.

6104{
6105 return is_immune_damage( DT_ELECTRIC );
6106}
bool is_immune_damage(damage_type) const override
Returns true if the player is immune to this kind of damage.
Definition: character.cpp:6130

References DT_ELECTRIC, and is_immune_damage().

Referenced by iuse::ehandcuffs(), is_immune_field(), and map::player_in_field().

◆ is_hauling()

bool Character::is_hauling ( ) const

Definition at line 9094 of file character.cpp.

9095{
9096 return hauling;
9097}
bool hauling
Definition: character.h:1544

References hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), game::vertical_move(), and game::walk_move().

◆ is_hibernating()

bool Character::is_hibernating ( ) const

Returns if the player has hibernation mutation and is asleep and well fed.

Definition at line 5156 of file character.cpp.

References effect_sleep, get_kcal_percent(), get_thirst(), has_active_mutation(), Creature::has_effect(), trait_HIBERNATE, and very_thirsty.

Referenced by calc_needs_rates(), and update_needs().

◆ is_immune_damage()

bool Character::is_immune_damage ( damage_type  dt) const
overridevirtual

Returns true if the player is immune to this kind of damage.

Implements Creature.

Definition at line 6130 of file character.cpp.

6131{
6132 switch( dt ) {
6133 case DT_NULL:
6134 return true;
6135 case DT_TRUE:
6136 return false;
6137 case DT_BIOLOGICAL:
6138 return has_effect_with_flag( "EFFECT_BIO_IMMUNE" ) ||
6139 worn_with_flag( "BIO_IMMUNE" );
6140 case DT_BASH:
6141 return has_effect_with_flag( "EFFECT_BASH_IMMUNE" ) ||
6142 worn_with_flag( "BASH_IMMUNE" );
6143 case DT_CUT:
6144 return has_effect_with_flag( "EFFECT_CUT_IMMUNE" ) ||
6145 worn_with_flag( "CUT_IMMUNE" );
6146 case DT_ACID:
6147 return has_trait( trait_ACIDPROOF ) ||
6148 has_effect_with_flag( "EFFECT_ACID_IMMUNE" ) ||
6149 worn_with_flag( "ACID_IMMUNE" );
6150 case DT_STAB:
6151 return has_effect_with_flag( "EFFECT_STAB_IMMUNE" ) ||
6152 worn_with_flag( "STAB_IMMUNE" );
6153 case DT_BULLET:
6154 return has_effect_with_flag( "EFFECT_BULLET_IMMUNE" ) || worn_with_flag( "BULLET_IMMUNE" );
6155 case DT_HEAT:
6156 return has_trait( trait_M_SKIN2 ) ||
6158 has_effect_with_flag( "EFFECT_HEAT_IMMUNE" ) ||
6159 worn_with_flag( "HEAT_IMMUNE" );
6160 case DT_COLD:
6161 return has_effect_with_flag( "EFFECT_COLD_IMMUNE" ) ||
6162 worn_with_flag( "COLD_IMMUNE" );
6163 case DT_ELECTRIC:
6164 return has_active_bionic( bio_faraday ) ||
6165 worn_with_flag( "ELECTRIC_IMMUNE" ) ||
6167 has_effect_with_flag( "EFFECT_ELECTRIC_IMMUNE" );
6168 default:
6169 return true;
6170 }
6171}
static const trait_id trait_ACIDPROOF("ACIDPROOF")
static const trait_id trait_M_SKIN2("M_SKIN2")
static const bionic_id bio_faraday("bio_faraday")
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117

References AEP_RESIST_ELECTRICITY, bio_faraday, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, has_active_bionic(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), trait_ACIDPROOF, trait_M_SKIN2, trait_M_SKIN3, and worn_with_flag().

Referenced by player::immune_to(), is_elec_immune(), and is_immune_effect().

◆ is_immune_effect()

bool Character::is_immune_effect ( const efftype_id eff) const
overridevirtual

Returns true if the player is immune to this kind of effect.

Implements Creature.

Definition at line 6108 of file character.cpp.

6109{
6110 if( eff == effect_downed ) {
6112 } else if( eff == effect_onfire ) {
6113 return is_immune_damage( DT_HEAT );
6114 } else if( eff == effect_deaf ) {
6116 has_bionic( bio_ears ) ||
6118 } else if( eff == effect_corroding ) {
6120 } else if( eff == effect_nausea ) {
6122 } else if( eff == effect_bleed ) {
6123 // Ugly, it was badly implemented and should be a flag
6124 return mutation_value( "bleed_resist" ) > 0.0f;
6125 }
6126
6127 return false;
6128}
static const trait_id trait_SLIMY("SLIMY")
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const trait_id trait_STRONGSTOMACH("STRONGSTOMACH")
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const efftype_id effect_corroding("corroding")
static const trait_id trait_VISCOUS("VISCOUS")
static const std::string flag_PARTIAL_DEAF("PARTIAL_DEAF")
static const efftype_id effect_nausea("nausea")
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8845
bool is_throw_immune() const
Returns true if the player is immune to throws.

References bio_ears, DT_ACID, DT_HEAT, effect_bleed, effect_corroding, effect_deaf, effect_downed, effect_nausea, effect_onfire, flag_DEAF(), flag_PARTIAL_DEAF(), footwear_factor(), has_bionic(), has_trait(), is_immune_damage(), is_throw_immune(), is_wearing(), itype_rm13_armor_on, mutation_value(), trait_LEG_TENT_BRACE, trait_SLIMY, trait_STRONGSTOMACH, trait_VISCOUS, and worn_with_flag().

Referenced by sounds::process_sound_markers().

◆ is_immune_field()

bool Character::is_immune_field ( const field_type_id ) const
overridevirtual

Returns true if we are immune to the field type with the given fid.

Does not handle intensity, so this function should only be called through is_dangerous_field().

Reimplemented from Creature.

Definition at line 6062 of file character.cpp.

6063{
6064 // Obviously this makes us invincible
6065 if( has_trait( trait_DEBUG_NODMG ) ) {
6066 return true;
6067 }
6068 // Check to see if we are immune
6069 const field_type &ft = fid.obj();
6070 for( const trait_id &t : ft.immunity_data_traits ) {
6071 if( has_trait( t ) ) {
6072 return true;
6073 }
6074 }
6075 bool immune_by_body_part_resistance = !ft.immunity_data_body_part_env_resistance.empty();
6076 for( const std::pair<body_part, int> &fide : ft.immunity_data_body_part_env_resistance ) {
6077 immune_by_body_part_resistance = immune_by_body_part_resistance &&
6078 get_env_resist( convert_bp( fide.first ).id() ) >= fide.second;
6079 }
6080 if( immune_by_body_part_resistance ) {
6081 return true;
6082 }
6083 if( ft.has_elec ) {
6084 return is_elec_immune();
6085 }
6086 if( ft.has_fire ) {
6088 }
6089 if( ft.has_acid ) {
6090 return !is_on_ground() && get_env_resist( bodypart_id( "foot_l" ) ) >= 15 &&
6091 get_env_resist( bodypart_id( "foot_r" ) ) >= 15 &&
6092 get_env_resist( bodypart_id( "leg_l" ) ) >= 15 &&
6093 get_env_resist( bodypart_id( "leg_r" ) ) >= 15 &&
6094 get_armor_type( DT_ACID, bodypart_id( "foot_l" ) ) >= 5 &&
6095 get_armor_type( DT_ACID, bodypart_id( "foot_r" ) ) >= 5 &&
6096 get_armor_type( DT_ACID, bodypart_id( "leg_l" ) ) >= 5 &&
6097 get_armor_type( DT_ACID, bodypart_id( "leg_r" ) ) >= 5;
6098 }
6099 // If we haven't found immunity yet fall up to the next level
6100 return Creature::is_immune_field( fid );
6101}
static const bionic_id bio_heatsink("bio_heatsink")
bool is_elec_immune() const override
Returns true is the player is protected from electric shocks.
Definition: character.cpp:6103
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:1017
int get_env_resist(bodypart_id bp) const override
Returns overall env_resist on a body_part.
Definition: character.cpp:7045
virtual bool is_immune_field(const field_type_id &) const
Returns true if we are immune to the field type with the given fid.
Definition: creature.h:326
std::vector< trait_id > immunity_data_traits
Definition: field_type.h:172
bool has_elec
Definition: field_type.h:164
bool has_acid
Definition: field_type.h:163
bool has_fire
Definition: field_type.h:162
std::vector< std::pair< body_part, int > > immunity_data_body_part_env_resistance
Definition: field_type.h:173

References bio_heatsink, convert_bp(), DT_ACID, get_armor_type(), get_env_resist(), field_type::has_acid, has_active_bionic(), field_type::has_elec, field_type::has_fire, has_trait(), string_id< T >::id(), field_type::immunity_data_body_part_env_resistance, field_type::immunity_data_traits, is_elec_immune(), Creature::is_immune_field(), is_on_ground(), is_wearing(), itype_rm13_armor_on, int_id< T >::obj(), and trait_DEBUG_NODMG.

◆ is_invisible()

bool Character::is_invisible ( ) const

Definition at line 6261 of file character.cpp.

6262{
6263 return (
6268 );
6269}
static const std::string flag_EFFECT_INVISIBLE("EFFECT_INVISIBLE")

References AEP_INVISIBLE, flag_EFFECT_INVISIBLE(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), is_wearing_active_optcloak(), and trait_DEBUG_CLOAK.

Referenced by visibility().

◆ is_limb_broken()

bool Character::is_limb_broken ( const bodypart_id limb) const

◆ is_limb_disabled()

bool Character::is_limb_disabled ( const bodypart_id limb) const

Returns true if the limb is disabled(12.5% or less hp)

Definition at line 1372 of file character.cpp.

1373{
1374 return get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * .125;
1375}

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by best_shield(), and get_working_arm_count().

◆ is_limb_hindered()

bool Character::is_limb_hindered ( hp_part  limb) const

Returns true if the limb is hindered(40% or less hp)

◆ is_max_power()

bool Character::is_max_power ( ) const

Definition at line 2056 of file character.cpp.

2057{
2058 return power_level >= max_power_level;
2059}

References max_power_level, and power_level.

Referenced by feed_furnace_with().

◆ is_mounted()

bool Character::is_mounted ( ) const

Definition at line 1198 of file character.cpp.

1199{
1201}

References effect_riding, Creature::has_effect(), and mounted_creature.

Referenced by activate_bionic(), cata_event_dispatch::avatar_moves(), best_nearby_lifting_assist(), iuse::blood_draw(), iuse::boltcutters(), iuse::burrow(), can_install_bionics(), map::can_move_furniture(), cauterize_actor::can_use(), enzlave_actor::can_use(), musical_instrument_actor::can_use(), install_bionic_actor::can_use(), repair_item_actor::can_use_tool(), player::can_wield(), iuse::capture_monster_act(), iuse::capture_monster_veh(), debug_menu::character_edit_menu(), check_mount_is_spooked(), check_mount_will_move(), iuse::chop_logs(), iuse::chop_tree(), iuse::clear_rubble(), iuse::craft(), iuse::crowbar(), iuse::cut_log_into_planks(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::disassemble(), dismount(), game::do_turn(), iuse::einktabletpc(), game::examine(), iuse::fill_pit(), player::fire_gun(), iuse::fish_trap(), iuse::fishing_rod(), iuse::gun_repair(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), game::handle_action(), has_charges(), iuse::jackhammer(), iuse::ladder(), player::list_ammo(), iuse::lumber(), iuse::makemound(), iuse::meditate(), melee_attack(), iuse::mind_splicer(), mine_activity(), iuse::mop(), avatar_action::move(), npc::move_to(), game::npc_menu(), game::on_move_effects(), overmap_sight_range(), iuse::oxytorch(), perform_technique(), iuse::pickaxe(), npc::place_on_map(), game::place_player(), game::place_player_overmap(), avatar_action::plthrow(), iuse::portable_game(), iuse::portal(), game::prompt_dangerous_tile(), recalc_sight_limits(), reset_stats(), iuse::rpgdie(), run_cost(), avatar::set_movement_mode(), iuse::shavekit(), iuse::siphon(), sleep(), smash(), store(), avatar_action::swim(), swim_speed(), iuse::teleport(), player::throw_item(), throw_range(), trapfunc::tripwire(), iuse::unfold_generic(), unfold_vehicle_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), cauterize_actor::use(), enzlave_actor::use(), musical_instrument_actor::use(), heal_actor::use(), place_trap_actor::use(), deploy_tent_actor::use(), sew_advanced_actor::use(), weigh_self_actor::use(), use_charges(), game::vertical_move(), iuse::vibe(), game::walk_move(), iuse::wash_hard_items(), wash_items(), iuse::wash_soft_items(), iuse::water_purifier(), weight_capacity(), and npc::worker_downtime().

◆ is_on_ground()

bool Character::is_on_ground ( ) const
overridevirtual

Returns true if the player is knocked over or has broken legs.

Implements Creature.

Definition at line 1017 of file character.cpp.

1018{
1020}

References effect_downed, get_working_leg_count(), and Creature::has_effect().

Referenced by is_immune_field(), map::player_in_field(), and game::walk_move().

◆ is_quiet()

bool Character::is_quiet ( ) const

Returns true if the player has quiet melee attacks.

Definition at line 1177 of file martialarts.cpp.

1178{
1179 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1180 return b.is_quiet();
1181 } );
1182}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by melee_attack().

◆ is_rad_immune()

bool Character::is_rad_immune ( ) const

Returns true if the player is protected from radiation.

Definition at line 6173 of file character.cpp.

6174{
6175 bool has_helmet = false;
6176 return ( is_wearing_power_armor( &has_helmet ) && has_helmet ) || worn_with_flag( "RAD_PROOF" );
6177}

References is_wearing_power_armor(), and worn_with_flag().

Referenced by irradiate(), and suffer_from_radiation().

◆ is_snuggling()

std::string Character::is_snuggling ( ) const

Checks to see if the player is using floor items to keep warm, and return the name of one such item if so.

Definition at line 9235 of file character.cpp.

9236{
9237 map &here = get_map();
9238 auto begin = here.i_at( pos() ).begin();
9239 auto end = here.i_at( pos() ).end();
9240
9241 if( in_vehicle ) {
9242 if( const cata::optional<vpart_reference> vp = here.veh_at( pos() ).part_with_feature( VPFLAG_CARGO,
9243 false ) ) {
9244 vehicle *const veh = &vp->vehicle();
9245 const int cargo = vp->part_index();
9246 if( !veh->get_items( cargo ).empty() ) {
9247 begin = veh->get_items( cargo ).begin();
9248 end = veh->get_items( cargo ).end();
9249 }
9250 }
9251 }
9252 const item *floor_armor = nullptr;
9253 int ticker = 0;
9254
9255 // If there are no items on the floor, return nothing
9256 if( begin == end ) {
9257 return "nothing";
9258 }
9259
9260 for( auto candidate = begin; candidate != end; ++candidate ) {
9261 if( !candidate->is_armor() ) {
9262 continue;
9263 } else if( candidate->volume() > 250_ml && candidate->get_warmth() > 0 &&
9264 ( candidate->covers( bp_torso ) || candidate->covers( bp_leg_l ) ||
9265 candidate->covers( bp_leg_r ) ) ) {
9266 floor_armor = &*candidate;
9267 ticker++;
9268 }
9269 }
9270
9271 if( ticker == 0 ) {
9272 return "nothing";
9273 } else if( ticker == 1 ) {
9274 return floor_armor->type_name();
9275 } else if( ticker > 1 ) {
9276 return "many";
9277 }
9278
9279 return "nothing";
9280}
bool in_vehicle
Definition: character.h:1543
bool empty() const
Definition: item_stack.cpp:15

References item_stack::begin(), bp_leg_l, bp_leg_r, bp_torso, item_stack::empty(), item_stack::end(), vehicle::get_items(), get_map(), map::i_at(), in_vehicle, pos(), item::type_name(), map::veh_at(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by fall_asleep().

◆ is_stealthy()

bool Character::is_stealthy ( ) const

Returns true if the player has stealthy movement.

Definition at line 1183 of file martialarts.cpp.

1184{
1185 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1186 return b.is_stealthy();
1187 } );
1188}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by game::walk_move().

◆ is_throw_immune()

bool Character::is_throw_immune ( ) const

Returns true if the player is immune to throws.

Definition at line 1171 of file martialarts.cpp.

1172{
1173 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1174 return b.is_throw_immune();
1175 } );
1176}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by mattack::bio_op_takedown(), mattack::grab(), is_immune_effect(), mattack::thrown_by_judo(), and game::update_stair_monsters().

◆ is_visible_in_range()

bool Character::is_visible_in_range ( const Creature critter,
int  range 
) const
private

Check whether the other creature is in range and can be seen by this creature.

Parameters
critterCreature to check for visibility
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10127 of file character.cpp.

10128{
10129 return sees( critter ) && rl_dist( pos(), critter.pos() ) <= range;
10130}

References Creature::pos(), pos(), rl_dist(), and sees().

◆ is_warm()

bool Character::is_warm ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 515 of file character.cpp.

516{
517 // TODO: is there a mutation (plant?) that makes a npc not warm blooded?
518 return true;
519}

◆ is_waterproof()

bool Character::is_waterproof ( const body_part_set parts) const

Definition at line 8905 of file character.cpp.

8906{
8907 return covered_with_flag( "WATERPROOF", parts );
8908}
bool covered_with_flag(const std::string &flag, const body_part_set &parts) const
Definition: character.cpp:8882

References covered_with_flag().

Referenced by drench().

◆ is_weak_to_water()

bool Character::is_weak_to_water ( ) const

Definition at line 414 of file mutation.cpp.

415{
416 for( const trait_id &mut : get_mutations() ) {
417 if( mut.obj().weakness_to_water > 0 ) {
418 return true;
419 }
420 }
421 return false;
422}

References get_mutations().

Referenced by drench().

◆ is_wearing() [1/2]

bool Character::is_wearing ( const item itm) const

◆ is_wearing() [2/2]

bool Character::is_wearing ( const itype_id it) const

Returns true if the player is wearing an item of this type.

Definition at line 3307 of file character.cpp.

3308{
3309 for( auto &i : worn ) {
3310 if( i.typeId() == it ) {
3311 return true;
3312 }
3313 }
3314 return false;
3315}

References worn.

◆ is_wearing_active_optcloak()

bool Character::is_wearing_active_optcloak ( ) const

Returns true if the player is wearing an active optical cloak.

Definition at line 3830 of file character.cpp.

3831{
3832 for( auto &w : worn ) {
3833 if( w.active && w.has_flag( flag_ACTIVE_CLOAKING ) ) {
3834 return true;
3835 }
3836 }
3837 return false;
3838}
static const std::string flag_ACTIVE_CLOAKING("ACTIVE_CLOAKING")

References flag_ACTIVE_CLOAKING(), and worn.

Referenced by basic_symbol_color(), and is_invisible().

◆ is_wearing_active_power_armor()

bool Character::is_wearing_active_power_armor ( ) const

Returns true if the character is wearing active power.

Definition at line 3820 of file character.cpp.

3821{
3822 for( const auto &w : worn ) {
3823 if( w.has_flag( flag_POWERARMOR_EXO ) && w.active ) {
3824 return true;
3825 }
3826 }
3827 return false;
3828}

References flag_POWERARMOR_EXO(), and worn.

◆ is_wearing_helmet()

bool Character::is_wearing_helmet ( ) const

Returns true if the character is wearing something occupying the helmet slot.

Definition at line 8808 of file character.cpp.

8809{
8810 for( const item &i : worn ) {
8811 if( i.covers( bp_head ) && !i.has_flag( flag_HELMET_COMPAT ) && !i.has_flag( flag_SKINTIGHT ) &&
8812 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8813 !i.has_flag( flag_OVERSIZE ) ) {
8814 return true;
8815 }
8816 }
8817 return false;
8818}

References bp_head, flag_AURA(), flag_HELMET_COMPAT(), flag_OVERSIZE(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), and worn.

Referenced by can_wear().

◆ is_wearing_on_bp()

bool Character::is_wearing_on_bp ( const itype_id it,
const bodypart_id bp 
) const

Returns true if the player is wearing the item on the given body part.

Definition at line 3317 of file character.cpp.

3318{
3319 for( auto &i : worn ) {
3320 if( i.typeId() == it && i.covers( bp->token ) ) {
3321 return true;
3322 }
3323 }
3324 return false;
3325}

References worn.

Referenced by shoe_type_count().

◆ is_wearing_power_armor()

bool Character::is_wearing_power_armor ( bool *  hasHelmet = nullptr) const

Returns true if the character is wearing power armor.

Definition at line 3795 of file character.cpp.

3796{
3797 bool result = false;
3798 for( auto &elem : worn ) {
3799 if( !elem.is_power_armor() ) {
3800 continue;
3801 }
3802 if( elem.has_flag( flag_POWERARMOR_EXO ) ) {
3803 result = true;
3804 if( hasHelmet == nullptr ) {
3805 // found power armor, helmet not requested, cancel loop
3806 return true;
3807 }
3808 }
3809 // found power armor, continue search for helmet
3810 if( elem.covers( bp_head ) ) {
3811 if( hasHelmet != nullptr ) {
3812 *hasHelmet = true;
3813 }
3814 return true;
3815 }
3816 }
3817 return result;
3818}

References bp_head, flag_POWERARMOR_EXO(), and worn.

Referenced by can_wear(), irradiate(), is_rad_immune(), power_rating(), and suffer_from_radiation().

◆ is_wearing_shoes()

bool Character::is_wearing_shoes ( const side which_side = side::BOTH) const

Returns true if the player is wearing something on their feet that is not SKINTIGHT.

Definition at line 8779 of file character.cpp.

8780{
8781 bool left = true;
8782 bool right = true;
8783 if( which_side == side::LEFT || which_side == side::BOTH ) {
8784 left = false;
8785 for( const item &worn_item : worn ) {
8786 if( worn_item.covers( bp_foot_l ) && !worn_item.has_flag( flag_BELTED ) &&
8787 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8788 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8789 left = true;
8790 break;
8791 }
8792 }
8793 }
8794 if( which_side == side::RIGHT || which_side == side::BOTH ) {
8795 right = false;
8796 for( const item &worn_item : worn ) {
8797 if( worn_item.covers( bp_foot_r ) && !worn_item.has_flag( flag_BELTED ) &&
8798 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8799 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8800 right = true;
8801 break;
8802 }
8803 }
8804 }
8805 return ( left && right );
8806}

References BOTH, bp_foot_l, bp_foot_r, flag_AURA(), flag_BELTED(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), LEFT, left, RIGHT, right, and worn.

Referenced by can_wear(), rooted_message(), and suffer_from_other_mutations().

◆ is_wielding()

◆ is_worn()

◆ item_encumb()

void Character::item_encumb ( char_encumbrance_data vals,
const item new_item 
) const
protected

Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items.

Definition at line 3970 of file character.cpp.

3971{
3972
3973 // reset all layer data
3974 vals = char_encumbrance_data();
3975
3976 // Figure out where new_item would be worn
3977 std::list<item>::const_iterator new_item_position = worn.end();
3978 if( !new_item.is_null() ) {
3979 // const_cast required to work around g++-4.8 library bug
3980 // see the commit that added this comment to understand why
3981 new_item_position =
3982 const_cast<Character *>( this )->position_to_wear_new_item( new_item );
3983 }
3984
3985 // Track highest layer observed so far so we can penalize out-of-order
3986 // items
3987 std::array<layer_level, num_bp> highest_layer_so_far;
3988 std::fill( highest_layer_so_far.begin(), highest_layer_so_far.end(),
3990
3991 for( auto w_it = worn.begin(); w_it != worn.end(); ++w_it ) {
3992 if( w_it == new_item_position ) {
3993 layer_item( vals, new_item, highest_layer_so_far, *this );
3994 }
3995 layer_item( vals, *w_it, highest_layer_so_far, *this );
3996 }
3997
3998 if( worn.end() == new_item_position && !new_item.is_null() ) {
3999 layer_item( vals, new_item, highest_layer_so_far, *this );
4000 }
4001
4002 // make sure values are sane
4003 for( const body_part bp : all_body_parts ) {
4004 encumbrance_data &elem = vals.elems[bp];
4005
4006 elem.armor_encumbrance = std::max( 0, elem.armor_encumbrance );
4007
4008 // Add armor and layering penalties for the final values
4009 elem.encumbrance += elem.armor_encumbrance + elem.layer_penalty;
4010 }
4011}
static void layer_item(char_encumbrance_data &vals, const item &it, std::array< layer_level, num_bp > &highest_layer_so_far, const Character &c)
Definition: character.cpp:3753
std::list< item >::iterator position_to_wear_new_item(const item &new_item)
Return the position in the worn list where new_item would be put by default.
Definition: character.cpp:3941
@ PERSONAL_LAYER
Definition: enums.h:216
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)
std::array< encumbrance_data, num_bp > elems

References all_body_parts, encumbrance_data::armor_encumbrance, char_encumbrance_data::elems, encumbrance_data::encumbrance, detail::fill(), item::is_null(), layer_item(), encumbrance_data::layer_penalty, PERSONAL_LAYER, position_to_wear_new_item(), and worn.

Referenced by calc_encumbrance().

◆ item_handling_cost()

int Character::item_handling_cost ( const item it,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when handling (e.g.

storing, drawing etc.) an item

Parameters
itItem to calculate handling cost for
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST

Definition at line 7485 of file character.cpp.

7486{
7487 int mv = base_cost;
7488 if( penalties ) {
7489 // 40 moves per liter, up to 200 at 5 liters
7490 mv += std::min( 200, it.volume() / 20_ml );
7491 }
7492
7493 if( weapon.typeId() == itype_e_handcuffs ) {
7494 mv *= 4;
7495 } else if( penalties && has_effect( effect_grabbed ) ) {
7496 mv *= 2;
7497 }
7498
7499 // For single handed items use the least encumbered hand
7500 if( it.is_two_handed( *this ) ) {
7501 mv += encumb( bp_hand_l ) + encumb( bp_hand_r );
7502 } else {
7503 mv += std::min( encumb( bp_hand_l ), encumb( bp_hand_r ) );
7504 }
7505
7506 return std::min( std::max( mv, 0 ), MAX_HANDLING_COST );
7507}
static const itype_id itype_e_handcuffs("e_handcuffs")
static constexpr int MAX_HANDLING_COST

References bp_hand_l, bp_hand_r, effect_grabbed, encumb(), Creature::has_effect(), item::is_two_handed(), itype_e_handcuffs, MAX_HANDLING_COST, item::typeId(), item::volume(), and weapon.

Referenced by dispose_item(), npc::dispose_item(), throw_activity_actor::do_turn(), player::item_reload_cost(), item_store_cost(), item_wear_cost(), mill_activate(), mill_load_food(), iexamine::quern_examine(), smoker_activate(), smoker_load_food(), iexamine::smoker_options(), player::unload(), avatar::wield(), and player::wield_contents().

◆ item_store_cost()

int Character::item_store_cost ( const item it,
const item container,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when storing an item in a container.

Parameters
itItem to calculate storage cost for
containerContainer to store item in
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST
Pistol decreases time taken to store a pistol Smg decreases time taken to store an SMG Rifle decreases time taken to store a rifle Shotgun decreases time taken to store a shotgun Launcher decreases time taken to store a launcher Stabbing decreases time taken to store a stabbing weapon Cutting decreases time taken to store a cutting weapon Bashing decreases time taken to store a bashing weapon

Definition at line 7509 of file character.cpp.

7511{
7512 /** @EFFECT_PISTOL decreases time taken to store a pistol */
7513 /** @EFFECT_SMG decreases time taken to store an SMG */
7514 /** @EFFECT_RIFLE decreases time taken to store a rifle */
7515 /** @EFFECT_SHOTGUN decreases time taken to store a shotgun */
7516 /** @EFFECT_LAUNCHER decreases time taken to store a launcher */
7517 /** @EFFECT_STABBING decreases time taken to store a stabbing weapon */
7518 /** @EFFECT_CUTTING decreases time taken to store a cutting weapon */
7519 /** @EFFECT_BASHING decreases time taken to store a bashing weapon */
7520 int lvl = get_skill_level( it.is_gun() ? it.gun_skill() : it.melee_skill() );
7521 return item_handling_cost( it, penalties, base_cost ) / ( ( lvl + 10.0f ) / 10.0f );
7522}

References get_skill_level(), item::gun_skill(), item::is_gun(), item_handling_cost(), and item::melee_skill().

Referenced by dispose_item(), npc::dispose_item(), and player::store().

◆ item_wear_cost()

int Character::item_wear_cost ( const item it) const

Calculate (but do not deduct) the number of moves required to wear an item.

Definition at line 7524 of file character.cpp.

7525{
7526 double mv = item_handling_cost( it );
7527
7528 switch( it.get_layer() ) {
7529 case PERSONAL_LAYER:
7530 break;
7531
7532 case UNDERWEAR_LAYER:
7533 mv *= 1.5;
7534 break;
7535
7536 case REGULAR_LAYER:
7537 break;
7538
7539 case WAIST_LAYER:
7540 case OUTER_LAYER:
7541 mv /= 1.5;
7542 break;
7543
7544 case BELTED_LAYER:
7545 mv /= 2.0;
7546 break;
7547
7548 case AURA_LAYER:
7549 break;
7550
7551 default:
7552 break;
7553 }
7554
7555 mv *= std::max( it.get_encumber( *this ) / 10.0, 1.0 );
7556
7557 return mv;
7558}
layer_level get_layer() const
Returns clothing layer for item.
Definition: item.cpp:5760
@ WAIST_LAYER
Definition: enums.h:222
@ UNDERWEAR_LAYER
Definition: enums.h:218
@ REGULAR_LAYER
Definition: enums.h:220
@ BELTED_LAYER
Definition: enums.h:226
@ AURA_LAYER
Definition: enums.h:228
@ OUTER_LAYER
Definition: enums.h:224

References AURA_LAYER, BELTED_LAYER, item::get_encumber(), item::get_layer(), item_handling_cost(), OUTER_LAYER, PERSONAL_LAYER, REGULAR_LAYER, UNDERWEAR_LAYER, and WAIST_LAYER.

Referenced by dispose_item(), and wear_item().

◆ item_with_best_of_quality()

item & Character::item_with_best_of_quality ( const quality_id qid)

Returns the item in the player's inventory with the highest of the specified quality.

Definition at line 9911 of file character.cpp.

9912{
9913 int maxq = max_quality( qid );
9914 auto items_with_quality = items_with( [qid]( const item & it ) {
9915 return it.has_quality( qid );
9916 } );
9917 for( item *it : items_with_quality ) {
9918 if( it->get_quality( qid ) == maxq ) {
9919 return *it;
9920 }
9921 }
9922 return null_item_reference();
9923}
int get_quality(const quality_id &id) const
Definition: item.cpp:5307

References item::get_quality(), visitable< T >::has_quality(), visitable< Character >::items_with(), visitable< Character >::max_quality(), and null_item_reference().

◆ item_worn_with_flag()

const item * Character::item_worn_with_flag ( const std::string &  flag,
const bodypart_id bp = bodypart_str_id::NULL_ID() 
) const

Returns the first worn item with a given flag.

Definition at line 3335 of file character.cpp.

3336{
3337 const item *it_with_flag = nullptr;
3338 for( const item &it : worn ) {
3339 if( it.has_flag( flag ) && ( bp == bodypart_str_id::NULL_ID() ||
3340 it.covers( bp->token ) ) ) {
3341 it_with_flag = &it;
3342 break;
3343 }
3344 }
3345 return it_with_flag;
3346}

References string_id< body_part_type >::NULL_ID(), and worn.

Referenced by burn_fuel().

◆ knows_recipe()

bool Character::knows_recipe ( const recipe rec) const

Definition at line 10499 of file character.cpp.

10500{
10501 return get_learned_recipes().contains( *rec );
10502}
const recipe_subset & get_learned_recipes() const
Returns all known recipes.
bool contains(const recipe &r) const
Check if the subset contains a recipe with the specified id.

References recipe_subset::contains(), and get_learned_recipes().

Referenced by item::book_info(), complete_craft(), crafting::complete_disassemble(), avatar::create(), avatar::do_read(), find_repair_difficulty(), read_inventory_preset::get_known_recipes(), player::has_recipe(), select_crafting_recipe(), conditional_t< T >::set_u_know_recipe(), skim_book_msg(), and player::studied_all_recipes().

◆ knows_trap()

bool Character::knows_trap ( const tripoint pos) const

Definition at line 10151 of file character.cpp.

10152{
10153 const tripoint p = get_map().getabs( pos );
10154 return known_traps.count( p ) > 0;
10155}

References get_map(), map::getabs(), known_traps, and pos().

Referenced by trap::can_see(), vehicle::handle_trap(), and character_funcs::search_surroundings().

◆ leak_level()

int Character::leak_level ( const std::string &  flag) const

Definition at line 1970 of file suffer.cpp.

1971{
1972 int leak_level = 0;
1973 leak_level = inv.leak_level( flag );
1974 return leak_level;
1975}
int leak_level(const std::string &flag) const
Definition: suffer.cpp:1970
int leak_level(const std::string &flag) const
Definition: inventory.cpp:899

References inv, leak_level(), and inventory::leak_level().

Referenced by iexamine::autodoc(), iuse::geiger(), leak_level(), and suffer_from_radiation().

◆ learn_recipe()

void Character::learn_recipe ( const recipe rec)

Definition at line 10504 of file character.cpp.

10505{
10506 if( rec->never_learn ) {
10507 return;
10508 }
10509 learned_recipes->include( rec );
10510}
bool never_learn
Prevent this recipe from ever being added to the player's learned recipies ( used for special NPC cra...
Definition: recipe.h:91

References learned_recipes, and recipe::never_learn.

Referenced by debug_menu::character_edit_menu(), complete_craft(), crafting::complete_disassemble(), avatar::create(), and avatar::do_read().

◆ limb_color()

nc_color Character::limb_color ( const bodypart_id bp,
bool  bleed,
bool  bite,
bool  infect 
) const

Definition at line 5939 of file character.cpp.

5940{
5941 if( bp == bodypart_id( "num_bp" ) ) {
5942 return c_light_gray;
5943 }
5944 const body_part bp_token = bp->token;
5945 int color_bit = 0;
5946 nc_color i_color = c_light_gray;
5947 if( bleed && has_effect( effect_bleed, bp_token ) ) {
5948 color_bit += 1;
5949 }
5950 if( bite && has_effect( effect_bite, bp_token ) ) {
5951 color_bit += 10;
5952 }
5953 if( infect && has_effect( effect_infected, bp_token ) ) {
5954 color_bit += 100;
5955 }
5956 switch( color_bit ) {
5957 case 1:
5958 i_color = c_red;
5959 break;
5960 case 10:
5961 i_color = c_blue;
5962 break;
5963 case 100:
5964 i_color = c_green;
5965 break;
5966 case 11:
5967 i_color = c_magenta;
5968 break;
5969 case 101:
5970 i_color = c_yellow;
5971 break;
5972 }
5973
5974 return i_color;
5975}

References Creature::bleed(), c_blue, c_green, c_light_gray, c_magenta, c_red, c_yellow, effect_bite, effect_bleed, effect_infected, and Creature::has_effect().

Referenced by body_window(), draw_health_classic(), draw_limb2(), draw_limb_narrow(), draw_limb_wide(), and extended_description().

◆ load()

void Character::load ( const JsonObject data)
protected

Gather variables for saving.

These variables are common to both the avatar and NPCs.

Definition at line 387 of file savegame_json.cpp.

388{
390 Creature::load( data );
391
392 if( !data.read( "posx", position.x ) ) { // uh-oh.
393 debugmsg( "BAD PLAYER/NPC JSON: no 'posx'?" );
394 }
395 data.read( "posy", position.y );
396 if( !data.read( "posz", position.z ) && g != nullptr ) {
397 position.z = g->get_levz();
398 }
399 // stats
400 data.read( "str_cur", str_cur );
401 data.read( "str_max", str_max );
402 data.read( "dex_cur", dex_cur );
403 data.read( "dex_max", dex_max );
404 data.read( "int_cur", int_cur );
405 data.read( "int_max", int_max );
406 data.read( "per_cur", per_cur );
407 data.read( "per_max", per_max );
408
409 data.read( "str_bonus", str_bonus );
410 data.read( "dex_bonus", dex_bonus );
411 data.read( "per_bonus", per_bonus );
412 data.read( "int_bonus", int_bonus );
413 data.read( "omt_path", omt_path );
414
415 data.read( "base_age", init_age );
416 data.read( "base_height", init_height );
417
418 if( !data.read( "profession", prof ) || !prof.is_valid() ) {
419 // We are likely an older profession which has since been removed so just set to default.
420 // This is only cosmetic after game start.
422 }
423 data.read( "custom_profession", custom_profession );
424
425 // needs
426 data.read( "thirst", thirst );
427 data.read( "fatigue", fatigue );
428 data.read( "sleep_deprivation", sleep_deprivation );
429 data.read( "stored_calories", stored_calories );
430 data.read( "radiation", radiation );
431 data.read( "oxygen", oxygen );
432 data.read( "pkill", pkill );
433
434 data.read( "type_of_scent", type_of_scent );
435
436 if( data.has_array( "ma_styles" ) ) {
437 std::vector<matype_id> temp_styles;
438 data.read( "ma_styles", temp_styles );
439 bool temp_keep_hands_free = false;
440 data.read( "keep_hands_free", temp_keep_hands_free );
441 matype_id temp_selected_style;
442 data.read( "style_selected", temp_selected_style );
443 if( !temp_selected_style.is_valid() ) {
444 temp_selected_style = matype_id( "style_none" );
445 }
447 temp_styles, temp_selected_style, temp_keep_hands_free
448 ) );
449 } else {
450 data.read( "martial_arts_data", martial_arts_data );
451 }
452
453 JsonObject vits = data.get_object( "vitamin_levels" );
455 for( const std::pair<const vitamin_id, vitamin> &v : vitamin::all() ) {
456 if( vits.has_member( v.first.str() ) ) {
457 int lvl = vits.get_int( v.first.str() );
458 vitamin_levels[v.first] = clamp( lvl, v.first->min(), v.first->max() );
459 }
460 }
461 data.read( "consumption_history", consumption_history );
462 data.read( "activity", activity );
463 data.read( "destination_activity", destination_activity );
464 data.read( "stashed_outbounds_activity", stashed_outbounds_activity );
465 data.read( "stashed_outbounds_backlog", stashed_outbounds_backlog );
466 data.read( "backlog", backlog );
467 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
468 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
469 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
470 requirement_data fetch_reqs;
471 data.read( "fetch_data", fetch_reqs );
472 const requirement_id req_id( backlog.front().str_values.back() );
473 requirement_data::save_requirement( fetch_reqs, req_id );
474 }
475 // npc activity on vehicles.
476 data.read( "activity_vehicle_part_index", activity_vehicle_part_index );
477 // health
478 data.read( "healthy", healthy );
479 data.read( "healthy_mod", healthy_mod );
480 data.read( "healed_24h", healed_total );
481
482 // status
483 temp_cur.fill( 5000 );
484 data.read( "temp_cur", temp_cur );
485
486 temp_conv.fill( 5000 );
487 data.read( "temp_conv", temp_conv );
488
489 frostbite_timer.fill( 0 );
490 data.read( "frostbite_timer", frostbite_timer );
491
492 body_wetness.fill( 0 );
493 data.read( "body_wetness", body_wetness );
494
495 //energy
496 data.read( "stim", stim );
497 data.read( "stamina", stamina );
498
499 data.read( "damage_bandaged", damage_bandaged );
500 data.read( "damage_disinfected", damage_disinfected );
501 data.read( "magic", magic );
502 JsonArray parray;
503
504 data.read( "traits", my_traits );
505 for( auto it = my_traits.begin(); it != my_traits.end(); ) {
506 const auto &tid = *it;
507 if( tid.is_valid() ) {
508 ++it;
509 } else {
510 debugmsg( "character %s has invalid trait %s, it will be ignored", name, tid.c_str() );
511 my_traits.erase( it++ );
512 }
513 }
514
515 data.read( "mutations", my_mutations );
516 for( auto it = my_mutations.begin(); it != my_mutations.end(); ) {
517 const trait_id &mid = it->first;
518 if( mid.is_valid() ) {
519 on_mutation_gain( mid );
520 cached_mutations.push_back( &mid.obj() );
521 ++it;
522 } else {
523 debugmsg( "character %s has invalid mutation %s, it will be ignored", name, mid.c_str() );
524 it = my_mutations.erase( it );
525 }
526 }
528
529 data.read( "my_bionics", *my_bionics );
530
531 for( auto &w : worn ) {
532 w.on_takeoff( *this );
533 }
534 worn.clear();
535 data.read( "worn", worn );
536 for( auto &w : worn ) {
537 on_item_wear( w );
538 }
539
540 if( data.has_array( "hp_cur" ) ) {
541 set_anatomy( anatomy_id( "human_anatomy" ) );
542 set_body();
543 std::array<int, 6> hp_cur;
544 data.read( "hp_cur", hp_cur );
545 std::array<int, 6> hp_max;
546 data.read( "hp_max", hp_max );
547 set_part_hp_max( bodypart_id( "head" ), hp_max[0] );
548 set_part_hp_cur( bodypart_id( "head" ), hp_cur[0] );
549
550 set_part_hp_max( bodypart_id( "torso" ), hp_max[1] );
551 set_part_hp_cur( bodypart_id( "torso" ), hp_cur[1] );
552
553 set_part_hp_max( bodypart_id( "arm_l" ), hp_max[2] );
554 set_part_hp_cur( bodypart_id( "arm_l" ), hp_cur[2] );
555
556 set_part_hp_max( bodypart_id( "arm_r" ), hp_max[3] );
557 set_part_hp_cur( bodypart_id( "arm_r" ), hp_cur[3] );
558
559 set_part_hp_max( bodypart_id( "leg_l" ), hp_max[4] );
560 set_part_hp_cur( bodypart_id( "leg_l" ), hp_cur[4] );
561
562 set_part_hp_max( bodypart_id( "leg_r" ), hp_max[5] );
563 set_part_hp_cur( bodypart_id( "leg_r" ), hp_cur[5] );
564 }
565
566
567 inv.clear();
568 if( data.has_member( "inv" ) ) {
569 JsonIn *invin = data.get_raw( "inv" );
570 inv.json_load_items( *invin );
571 }
572
574 data.read( "weapon", weapon );
575
576 data.read( "move_mode", move_mode );
577
578 if( has_effect( effect_riding ) ) {
579 int temp_id;
580 if( data.read( "mounted_creature", temp_id ) ) {
581 mounted_creature_id = temp_id;
582 mounted_creature = g->critter_tracker->from_temporary_id( temp_id );
583 } else {
584 mounted_creature = nullptr;
585 }
586 }
587
588 morale->load( data );
589 // Have to go through effects again, in case an effect gained a morale bonus
590 for( const auto &elem : *effects ) {
591 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
592 const effect &e = _effect_it.second;
594 }
595 }
596
597 _skills->clear();
598 for( const JsonMember member : data.get_object( "skills" ) ) {
599 member.read( ( *_skills )[skill_id( member.name() )] );
600 }
601
602 data.read( "learned_recipes", *learned_recipes );
603 autolearn_skills_stamp->clear(); // Invalidates the cache
604
605 on_stat_change( "thirst", thirst );
606 on_stat_change( "stored_calories", stored_calories );
607 on_stat_change( "fatigue", fatigue );
608 on_stat_change( "sleep_deprivation", sleep_deprivation );
609 on_stat_change( "pkill", pkill );
610 on_stat_change( "perceived_pain", get_perceived_pain() );
613
614 assign( data, "power_level", power_level, false, 0_kJ );
615 assign( data, "max_power_level", max_power_level, false, 0_kJ );
616
617 // Bionic power should not be negative!
618 if( power_level < 0_J ) {
619 power_level = 0_J;
620 }
621
622 JsonArray overmap_time_array = data.get_array( "overmap_time" );
623 overmap_time.clear();
624 while( overmap_time_array.has_more() ) {
625 point_abs_omt pt;
626 overmap_time_array.read_next( pt );
627 time_duration tdr = 0_turns;
628 overmap_time_array.read_next( tdr );
629 overmap_time[pt] = tdr;
630 }
631 data.read( "stomach", stomach );
632 data.read( "automoveroute", auto_move_route );
633
634 known_traps.clear();
635 for( JsonObject pmap : data.get_array( "known_traps" ) ) {
636 pmap.allow_omitted_members();
637 const tripoint p( pmap.get_int( "x" ), pmap.get_int( "y" ), pmap.get_int( "z" ) );
638 const std::string t = pmap.get_string( "trap" );
639 known_traps.insert( trap_map::value_type( p, t ) );
640 }
641}
bool assign(const JsonObject &jo, const std::string &name, T &val, bool strict=false, T lo=std::numeric_limits< T >::lowest(), T hi=std::numeric_limits< T >::max())
Definition: assign.h:59
void on_stat_change(const std::string &stat, int value) override
Called when a stat is changed.
Definition: character.cpp:9816
std::map< vitamin_id, int > vitamin_levels
Current deficiency/excess quantity for each vitamin.
Definition: character.h:2161
int activity_vehicle_part_index
Definition: character.h:1592
void on_effect_int_change(const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
Called when effect intensity has been changed.
Definition: character.cpp:9787
int oxygen
Definition: character.h:1562
void on_item_wear(const item &it)
Called when an item is worn.
Definition: character.cpp:9759
void recalculate_size()
Recalculate size class of character.
Definition: mutation.cpp:246
int mounted_creature_id
Definition: character.h:1590
void set_body()
Definition: creature.cpp:1537
void set_part_hp_max(const bodypart_id &id, int set)
Definition: creature.cpp:1585
void load(const JsonObject &jsin)
bool has_more() const
Definition: json.cpp:484
bool read_next(T &t)
Definition: json.h:1113
Definition: json.h:177
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
bool has_member(const std::string &name) const
Definition: json.cpp:181
JsonIn * get_raw(const std::string &name) const
Definition: json.cpp:241
int get_int(const std::string &name) const
Definition: json.cpp:282
bool has_array(const std::string &name) const
Definition: json.cpp:415
void allow_omitted_members() const
Definition: json.cpp:150
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void json_load_items(JsonIn &jsin)
void clear()
Definition: inventory.cpp:238
This is a wrapper for implementing the pointer-to-implementation technique, see for example http://en...
Definition: pimpl.h:35
const char * c_str() const
Interface to the plain C-string of the id.
Definition: string_id.h:247
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
std::string member
Definition: mapgen.cpp:410
static const efftype_id effect_riding("riding")
static void save_requirement(const requirement_data &req, const requirement_id &id=requirement_id::NULL_ID())
Store requirement data for future lookup.

References _skills, activity, activity_vehicle_part_index, vitamin::all(), JsonObject::allow_omitted_members(), assign(), auto_move_route, autolearn_skills_stamp, backlog, body_wetness, string_id< T >::c_str(), cached_mutations, clamp(), inventory::clear(), consumption_history, custom_profession, damage_bandaged, damage_disinfected, debugmsg, destination_activity, dex_bonus, dex_cur, dex_max, effect_riding, Creature::effects, fatigue, frostbite_timer, g, profession::generic(), JsonObject::get_array(), effect::get_bp(), effect::get_id(), JsonObject::get_int(), effect::get_intensity(), JsonObject::get_object(), get_perceived_pain(), JsonObject::get_raw(), JsonObject::has_array(), Creature::has_effect(), JsonObject::has_member(), JsonArray::has_more(), healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, inv, string_id< T >::is_valid(), inventory::json_load_items(), known_traps, learned_recipes, Creature::load(), magic, martial_arts_data, matype_id, max_power_level, mapgen_defer::member, morale, mounted_creature, mounted_creature_id, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, on_effect_int_change(), on_item_wear(), on_mutation_gain(), on_stat_change(), overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, JsonObject::read(), JsonArray::read_next(), recalc_sight_limits(), recalculate_size(), reset_encumbrance(), requirement_data::save_requirement(), Creature::set_anatomy(), Creature::set_body(), Creature::set_part_hp_cur(), Creature::set_part_hp_max(), skill_id, sleep_deprivation, stamina, calendar::start_of_cataclysm, stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, type_of_scent, vitamin_levels, weapon, worn, tripoint::x, tripoint::y, and tripoint::z.

Referenced by player::load().

◆ mabuff_armor_bonus()

int Character::mabuff_armor_bonus ( damage_type  type) const

Returns the armor bonus against given type from martial arts buffs.

Definition at line 1125 of file martialarts.cpp.

1126{
1127 int ret = 0;
1128 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1129 ret += d.get_intensity() * b.armor_bonus( *this, type );
1130 } );
1131 return ret;
1132}
static void accumulate_ma_buff_effects(const C &container, F f)

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by passive_absorb_hit().

◆ mabuff_arpen_bonus()

int Character::mabuff_arpen_bonus ( damage_type  type) const

Returns the arpen bonus from martial arts buffs.

Definition at line 1117 of file martialarts.cpp.

1118{
1119 int ret = 0;
1120 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1121 ret += d.get_intensity() * b.arpen_bonus( *this, type );
1122 } );
1123 return ret;
1124}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_attack_cost_mult()

float Character::mabuff_attack_cost_mult ( ) const

Returns the multiplier on move cost of attacks.

Definition at line 1159 of file martialarts.cpp.

1160{
1161 float ret = 1.0f;
1162 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1163 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1164 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1165 ret *= d.get_intensity() * ( b.bonuses.get_mult( *this,
1166 affected_stat::MOVE_COST ) - 1 ) + 1;
1167 } );
1168 return ret;
1169}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_attack_cost_penalty()

int Character::mabuff_attack_cost_penalty ( ) const

Returns the flat penalty to move cost of attacks.

If negative, that's a bonus. Applied after multiplier.

Definition at line 1151 of file martialarts.cpp.

1152{
1153 int ret = 0;
1154 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1155 ret += d.get_intensity() * b.bonuses.get_flat( *this, affected_stat::MOVE_COST );
1156 } );
1157 return ret;
1158}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_block_bonus()

int Character::mabuff_block_bonus ( ) const

Returns the block bonus from martial arts buffs.

Definition at line 1101 of file martialarts.cpp.

1102{
1103 int ret = 0;
1104 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1105 ret += d.get_intensity() * b.block_bonus( *this );
1106 } );
1107 return ret;
1108}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by block_hit().

◆ mabuff_damage_bonus()

int Character::mabuff_damage_bonus ( damage_type  type) const

Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.

Definition at line 1143 of file martialarts.cpp.

1144{
1145 int ret = 0;
1146 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1147 ret += d.get_intensity() * b.damage_bonus( *this, type );
1148 } );
1149 return ret;
1150}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_damage_mult()

float Character::mabuff_damage_mult ( damage_type  type) const

Returns the damage multiplier to given type from martial arts buffs.

Definition at line 1133 of file martialarts.cpp.

1134{
1135 float ret = 1.f;
1136 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1137 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1138 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1139 ret *= d.get_intensity() * ( b.damage_mult( *this, type ) - 1 ) + 1;
1140 } );
1141 return ret;
1142}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_dodge_bonus()

float Character::mabuff_dodge_bonus ( ) const

Returns the dodge bonus from martial arts buffs.

Definition at line 1093 of file martialarts.cpp.

1094{
1095 float ret = 0;
1096 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1097 ret += d.get_intensity() * b.dodge_bonus( *this );
1098 } );
1099 return ret;
1100}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ mabuff_speed_bonus()

int Character::mabuff_speed_bonus ( ) const

Returns the speed bonus from martial arts buffs.

Definition at line 1109 of file martialarts.cpp.

1110{
1111 int ret = 0;
1112 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1113 ret += d.get_intensity() * b.speed_bonus( *this );
1114 } );
1115 return ret;
1116}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by recalc_speed_bonus().

◆ mabuff_tohit_bonus()

float Character::mabuff_tohit_bonus ( ) const

Returns the to hit bonus from martial arts buffs.

Definition at line 1085 of file martialarts.cpp.

1086{
1087 float ret = 0;
1088 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & ) {
1089 ret += b.hit_bonus( *this );
1090 } );
1091 return ret;
1092}

References accumulate_ma_buff_effects(), b, Creature::effects, and cata::hash64_detail::ret.

Referenced by get_melee_hit_base().

◆ made_of()

bool Character::made_of ( const material_id m) const
overridevirtual

Implements Creature.

Definition at line 6225 of file character.cpp.

6226{
6227 // TODO: check for mutations that change this.
6228 return std::find( fleshy.begin(), fleshy.end(), m ) != fleshy.end();
6229}
static const std::vector< material_id > fleshy
Definition: character.h:802

References detail::find(), and fleshy.

◆ made_of_any()

bool Character::made_of_any ( const std::set< material_id > &  ms) const
overridevirtual

Implements Creature.

Definition at line 6230 of file character.cpp.

6231{
6232 // TODO: check for mutations that change this.
6233 return std::any_of( fleshy.begin(), fleshy.end(), [&ms]( const material_id & e ) {
6234 return ms.count( e );
6235 } );
6236}
constexpr scale ms
Definition: coordinates.h:30

References fleshy, and coords::ms.

◆ max_stored_kcal()

◆ meets_requirements()

bool Character::meets_requirements ( const item it,
const item context = item() 
) const

Checks whether the character meets overall requirements to be able to use the item.

Definition at line 3521 of file character.cpp.

3522{
3523 const auto &ctx = !context.is_null() ? context : it;
3525}
bool meets_stat_requirements(const item &it) const
Checks whether the character's stats meets the stats required by the item.
Definition: character.cpp:3513

References item::is_null(), meets_skill_requirements(), meets_stat_requirements(), itype::min_skills, and item::type.

Referenced by can_use(), gunmod_inventory_preset::get_denial(), and item::gun_range().

◆ meets_skill_requirements() [1/2]

bool Character::meets_skill_requirements ( const construction con) const

Checks whether the character's skills meet the required.

Definition at line 3505 of file character.cpp.

3506{
3507 return std::all_of( con.required_skills.begin(), con.required_skills.end(),
3508 [&]( const std::pair<skill_id, int> &pr ) {
3509 return get_skill_level( pr.first ) >= pr.second;
3510 } );
3511}
std::map< skill_id, int > required_skills
Skill->skill level mapping.
Definition: construction.h:72

References construction::required_skills.

◆ meets_skill_requirements() [2/2]

bool Character::meets_skill_requirements ( const std::map< skill_id, int > &  req,
const item context = item() 
) const

Checks whether the character's skills meet the required.

Definition at line 3499 of file character.cpp.

3501{
3502 return _skills->meets_skill_requirements( req, context );
3503}

References _skills.

Referenced by activity_handlers::build_do_turn(), can_learn_by_disassembly(), find_base_construction(), get_learned_recipes(), meets_requirements(), and player_can_build().

◆ meets_stat_requirements()

bool Character::meets_stat_requirements ( const item it) const

Checks whether the character's stats meets the stats required by the item.

Definition at line 3513 of file character.cpp.

3514{
3515 return ( it.has_flag( flag_STR_DRAW ) || get_str() >= it.get_min_str() ) &&
3516 get_dex() >= it.type->min_dex &&
3517 get_int() >= it.type->min_int &&
3518 get_per() >= it.type->min_per;
3519}
static const std::string flag_STR_DRAW("STR_DRAW")

References flag_STR_DRAW(), get_dex(), get_int(), item::get_min_str(), get_per(), get_str(), item::has_flag(), itype::min_dex, itype::min_int, itype::min_per, and item::type.

Referenced by meets_requirements().

◆ melee_attack()

void Character::melee_attack ( Creature t,
bool  allow_special,
const matec_id force_technique = nullptr,
bool  allow_unarmed = true 
)

Sets up a melee attack and handles melee attack function calls.

Parameters
tCreature to attack
allow_specialwhether non-forced martial art technique or mutation attack should be possible with this attack.
force_techniquespecial technique to use in attack (leave as nullptr to use random technique).
allow_unarmedalways uses the wielded weapon regardless of martialarts style
Melee reduces stamina cost of melee attacks

Definition at line 384 of file melee.cpp.

386{
388 int hit_spread = t.deal_melee_attack( this, hit_roll() );
389 if( !t.is_player() ) {
390 // TODO: Per-NPC tracking? Right now monster hit by either npc or player will draw aggro...
391 t.add_effect( effect_hit_by_player, 10_minutes ); // Flag as attacked by us for AI
392 }
393 if( is_mounted() ) {
394 auto mons = mounted_creature.get();
395 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
396 if( !mons->check_mech_powered() ) {
397 add_msg( m_bad, _( "The %s has dead batteries and will not move its arms." ),
398 mons->get_name() );
399 return;
400 }
401 if( mons->type->has_special_attack( "SMASH" ) && one_in( 3 ) ) {
402 add_msg( m_info, _( "The %s hisses as its hydraulic arm pumps forward!" ),
403 mons->get_name() );
404 mattack::smash_specific( mons, &t );
405 } else {
406 mons->use_mech_power( -2 );
407 mons->melee_attack( t );
408 }
409 mod_moves( -mons->type->attack_cost );
410 return;
411 }
412 }
413 item &cur_weapon = allow_unarmed ? used_weapon() : weapon;
414
415 if( cur_weapon.attack_cost() > attack_cost( cur_weapon ) * 20 ) {
416 add_msg( m_bad, _( "This weapon is too unwieldy to attack with!" ) );
417 return;
418 }
419
420 int move_cost = attack_cost( cur_weapon );
421
422 if( hit_spread < 0 ) {
423 int stumble_pen = stumble( *this, cur_weapon );
424 sfx::generate_melee_sound( pos(), t.pos(), false, false );
425 if( is_player() ) { // Only display messages if this is the player
426
427 if( one_in( 2 ) ) {
428 const std::string reason_for_miss = get_miss_reason();
429 if( !reason_for_miss.empty() ) {
430 add_msg( reason_for_miss );
431 }
432 }
433
434 if( can_miss_recovery( cur_weapon ) ) {
435 ma_technique tec = martial_arts_data->get_miss_recovery_tec( cur_weapon );
436 add_msg( _( tec.avatar_message ), t.disp_name() );
437 } else if( stumble_pen >= 60 ) {
438 add_msg( m_bad, _( "You miss and stumble with the momentum." ) );
439 } else if( stumble_pen >= 10 ) {
440 add_msg( _( "You swing wildly and miss." ) );
441 } else {
442 add_msg( _( "You miss." ) );
443 }
444 } else if( g->u.sees( *this ) ) {
445 if( stumble_pen >= 60 ) {
446 add_msg( _( "%s misses and stumbles with the momentum." ), name );
447 } else if( stumble_pen >= 10 ) {
448 add_msg( _( "%s swings wildly and misses." ), name );
449 } else {
450 add_msg( _( "%s misses." ), name );
451 }
452 }
453
454 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
455 if( !has_active_bionic( bio_cqb ) ) {
456 melee_train( *this, 2, 5, cur_weapon );
457 }
458
459 // Cap stumble penalty, heavy weapons are quite weak already
460 move_cost += std::min( 60, stumble_pen );
461 if( martial_arts_data->has_miss_recovery_tec( cur_weapon ) ) {
462 move_cost /= 2;
463 }
464
465 // trigger martial arts on-miss effects
466 martial_arts_data->ma_onmiss_effects( *this );
467 } else {
469 // Remember if we see the monster at start - it may change
470 const bool seen = g->u.sees( t );
471 // Start of attacks.
472 const bool critical_hit = scored_crit( t.dodge_roll(), cur_weapon );
473 if( critical_hit ) {
475 }
477 roll_all_damage( critical_hit, d, false, cur_weapon );
478
479 const bool has_force_technique = force_technique;
480
481 // Pick one or more special attacks
482 matec_id technique_id;
483 if( allow_special && !has_force_technique ) {
484 technique_id = pick_technique( t, cur_weapon, critical_hit, false, false );
485 } else if( has_force_technique ) {
486 technique_id = *force_technique;
487 } else {
488 technique_id = tec_none;
489 }
490
491 // if you have two broken arms you aren't doing any martial arts
492 // and your hits are not going to hurt very much
493 if( get_working_arm_count() < 1 ) {
494 technique_id = tec_none;
495 d.mult_damage( 0.1 );
496 }
497 // polearms and pikes (but not spears) do less damage to adjacent targets
498 if( cur_weapon.reach_range( *this ) > 1 && !reach_attacking &&
499 cur_weapon.has_flag( "POLEARM" ) ) {
500 d.mult_damage( 0.7 );
501 }
502
503 const ma_technique &technique = technique_id.obj();
504
505 // Handles effects as well; not done in melee_affect_*
506 if( technique.id != tec_none ) {
507 perform_technique( technique, t, d, move_cost );
508 }
509
510 // Proceed with melee attack.
511 if( !t.is_dead_state() ) {
512 // Handles speed penalties to monster & us, etc
513 std::string specialmsg = melee_special_effects( t, d, cur_weapon );
514
515 // gets overwritten with the dealt damage values
516 dealt_damage_instance dealt_dam;
517 dealt_damage_instance dealt_special_dam;
518 if( allow_special ) {
519 perform_special_attacks( t, dealt_special_dam );
520 }
521 t.deal_melee_hit( this, hit_spread, critical_hit, d, dealt_dam );
522 if( dealt_special_dam.type_damage( DT_CUT ) > 0 ||
523 dealt_special_dam.type_damage( DT_STAB ) > 0 ||
524 ( cur_weapon.is_null() && ( dealt_dam.type_damage( DT_CUT ) > 0 ||
525 dealt_dam.type_damage( DT_STAB ) > 0 ) ) ) {
526 if( has_trait( trait_POISONOUS ) ) {
527 add_msg_if_player( m_good, _( "You poison %s!" ), t.disp_name() );
528 t.add_effect( effect_poison, 6_turns );
529 } else if( has_trait( trait_POISONOUS2 ) ) {
530 add_msg_if_player( m_good, _( "You inject your venom into %s!" ),
531 t.disp_name() );
532 t.add_effect( effect_badpoison, 6_turns );
533 }
534 }
535
536 // Make a rather quiet sound, to alert any nearby monsters
537 if( !is_quiet() ) { // check martial arts silence
538 //sound generated later
539 sounds::sound( pos(), 8, sounds::sound_t::combat, "whack!" );
540 }
541 std::string material = "flesh";
542 if( t.is_monster() ) {
543 const monster *m = dynamic_cast<const monster *>( &t );
544 if( m->made_of( material_id( "steel" ) ) ) {
545 material = "steel";
546 }
547 }
548 sfx::generate_melee_sound( pos(), t.pos(), true, t.is_monster(), material );
549 int dam = dealt_dam.total_damage();
551
552 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
553 if( !has_active_bionic( bio_cqb ) ) {
554 melee_train( *this, 5, 10, cur_weapon );
555 }
556
557 if( dam >= 5 && has_artifact_with( AEP_SAP_LIFE ) ) {
558 healall( rng( dam / 10, dam / 5 ) );
559 }
560
561 // Treat monster as seen if we see it before or after the attack
562 if( seen || g->u.sees( t ) ) {
563 std::string message = melee_message( technique, *this, dealt_dam );
564 player_hit_message( this, message, t, dam, critical_hit );
565 } else {
566 add_msg_player_or_npc( m_good, _( "You hit something." ),
567 _( "<npcname> hits something." ) );
568 }
569
570 if( !specialmsg.empty() ) {
571 add_msg_if_player( m_neutral, specialmsg );
572 }
573
574 if( critical_hit ) {
575 // trigger martial arts on-crit effects
576 martial_arts_data->ma_oncrit_effects( *this );
577 }
578
579 }
580
582 did_hit( t );
583
584 if( t.is_dead_state() ) {
585 // trigger martial arts on-kill effects
586 martial_arts_data->ma_onkill_effects( *this );
587 }
588 }
589
590 const int melee = get_skill_level( skill_melee );
591
592 // Previously calculated as 2_gram * std::max( 1, str_cur )
593 // using 16_gram normalizes it to 8 str. Same effort expenditure
594 // for each strike, regardless of weight. This is compensated
595 // for by the additional move cost as weapon weight increases
596 const int weight_cost = cur_weapon.weight() / ( 16_gram );
597 const int encumbrance_cost = roll_remainder( ( encumb( bp_arm_l ) + encumb( bp_arm_r ) ) *
598 2.0f );
599 const int deft_bonus = hit_spread < 0 && has_trait( trait_DEFT ) ? 50 : 0;
600 const float skill_cost = std::max( 0.667f, static_cast<float>( ( 30.0f - melee ) / 30.0f ) );
601 /** @EFFECT_MELEE reduces stamina cost of melee attacks */
602 const int mod_sta = ( weight_cost + encumbrance_cost - deft_bonus + 50 ) * -1 * skill_cost;
603 mod_stamina( std::min( -50, mod_sta ) );
604 add_msg( m_debug, "Stamina burn: %d", std::min( -50, mod_sta ) );
606 // trigger martial arts on-attack effects
607 martial_arts_data->ma_onattack_effects( *this );
608 // some things (shattering weapons) can harm the attacking creature.
610 if( t.as_character() ) {
612 t.as_character()->on_hit( this, bodypart_id( "num_bp" ), 0.0f, &dp );
613 }
614 return;
615}
int attack_cost(const item &weap) const
Returns cost (in moves) of attacking with given item (no modifiers, like stuck)
Definition: melee.cpp:2210
void on_hit(Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
This creature just got hit by an attack - possibly special/ranged attack - from source.
Definition: character.cpp:8302
bool can_miss_recovery(const item &weap) const
Returns true if the player is able to use a miss recovery technique.
std::string melee_special_effects(Creature &t, damage_instance &d, item &weap)
Handles combat effects, returns a string of any valid combat effect messages.
Definition: melee.cpp:1809
void perform_special_attacks(Creature &t, dealt_damage_instance &dealt_dam)
Performs special attacks and their effects (poisonous, stinger, etc.)
Definition: melee.cpp:1782
float hit_roll() const override
Returns the player's basic hit roll that is compared to the target's dodge roll.
Definition: melee.cpp:297
bool scored_crit(float target_dodge, const item &weap) const
Returns true if the player scores a critical hit.
Definition: melee.cpp:723
bool reach_attacking
Definition: character.h:635
void did_hit(Creature &target)
Definition: character.cpp:8297
void perform_technique(const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
Definition: melee.cpp:1361
std::string get_miss_reason()
Returns an explanation for why the player would miss a melee attack.
Definition: melee.cpp:329
void roll_all_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds all 3 types of physical damage to instance.
Definition: melee.cpp:351
bool is_quiet() const
Returns true if the player has quiet melee attacks.
virtual bool is_monster() const
Definition: creature.h:101
virtual Character * as_character()
Definition: creature.h:116
virtual int deal_melee_attack(Creature *source, int hitroll)
Definition: creature.cpp:507
virtual float dodge_roll()=0
virtual void deal_melee_hit(Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
Definition: creature.cpp:526
virtual bool is_dead_state() const =0
int reach_range(const Character &guy) const
Max range of melee attack this weapon can be used for.
Definition: item.cpp:5189
matec_id id
Definition: martialarts.h:70
std::string avatar_message
Definition: martialarts.h:85
bool made_of(const material_id &m) const override
Definition: monster.cpp:978
@ AEP_SAP_LIFE
Definition: enums.h:119
void player_hit_message(Character *attacker, const std::string &message, Creature &t, int dam, bool crit=false)
Definition: melee.cpp:2148
static const efftype_id effect_badpoison("badpoison")
std::string melee_message(const ma_technique &tec, Character &p, const dealt_damage_instance &ddi)
Definition: melee.cpp:2030
static const efftype_id effect_hit_by_player("hit_by_player")
int stumble(Character &u, const item &weap)
Definition: melee.cpp:707
static const trait_id trait_POISONOUS("POISONOUS")
static void melee_train(Character &p, int lo, int hi, const item &weap)
Definition: melee.cpp:359
static const trait_id trait_DEFT("DEFT")
static const efftype_id effect_poison("poison")
static const trait_id trait_POISONOUS2("POISONOUS2")
void smash_specific(monster *z, Creature *target)
Definition: monattack.cpp:1100
void generate_melee_sound(const tripoint &source, const tripoint &target, bool hit, bool targ_mon=false, const std::string &material="flesh")
Definition: sounds.cpp:1607
int actual_crit_count
Definition: melee.h:13

References _, melee_statistic_data::actual_crit_count, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SAP_LIFE, Creature::as_character(), item::attack_cost(), attack_cost(), melee_statistic_data::attack_count, ma_technique::avatar_message, bio_cqb, bp_arm_l, bp_arm_r, can_miss_recovery(), Creature::check_dead_state(), sounds::combat, melee_statistic_data::damage_amount, Creature::deal_melee_attack(), Creature::deal_melee_hit(), did_hit(), Creature::disp_name(), Creature::dodge_roll(), DT_CUT, DT_STAB, effect_badpoison, effect_hit_by_player, effect_poison, encumb(), g, sfx::generate_melee_sound(), get_miss_reason(), get_skill_level(), get_working_arm_count(), has_active_bionic(), has_artifact_with(), item::has_flag(), has_trait(), healall(), melee_statistic_data::hit_count, hit_roll(), ma_technique::id, Creature::is_dead_state(), Creature::is_monster(), is_mounted(), item::is_null(), Creature::is_player(), is_quiet(), m_bad, m_debug, m_good, m_info, m_neutral, monster::made_of(), martial_arts_data, melee_message(), melee_special_effects(), melee::melee_stats, melee_train(), mapgen_defer::message, MF_RIDEABLE_MECH, Creature::mod_moves(), mod_stamina(), mounted_creature, move_cost(), damage_instance::mult_damage(), name, string_id< T >::obj(), on_hit(), one_in(), perform_special_attacks(), perform_technique(), pick_technique(), player_hit_message(), Creature::pos(), pos(), reach_attacking, item::reach_range(), rng(), roll_all_damage(), roll_remainder(), scored_crit(), skill_melee, mattack::smash_specific(), sounds::sound(), stumble(), tec_none, dealt_damage_instance::total_damage(), trait_DEFT, trait_POISONOUS, trait_POISONOUS2, dealt_damage_instance::type_damage(), used_weapon(), weapon, and item::weight().

Referenced by block_hit(), npc::execute_action(), monexamine::mfriend_menu(), avatar_action::move(), npc::move_to(), game::npc_menu(), player::on_dodge(), perform_technique(), monexamine::pet_menu(), and reach_attack().

◆ melee_special_effects()

std::string Character::melee_special_effects ( Creature t,
damage_instance d,
item weap 
)

Handles combat effects, returns a string of any valid combat effect messages.

Strength increases chance of breaking glass weapons (NEGATIVE)

Definition at line 1809 of file melee.cpp.

1810{
1811 std::string dump;
1812
1813 std::string target = t.disp_name();
1814
1815 if( has_active_bionic( bionic_id( "bio_shock" ) ) && get_power_level() >= 2_kJ &&
1816 ( !is_armed() || weapon.conductive() ) ) {
1817 mod_power_level( -2_kJ );
1818 d.add_damage( DT_ELECTRIC, rng( 2, 10 ) );
1819
1820 if( is_player() ) {
1821 dump += string_format( _( "You shock %s." ), target ) + "\n";
1822 } else {
1823 add_msg_if_npc( _( "<npcname> shocks %s." ), target );
1824 }
1825 }
1826
1827 if( has_active_bionic( bionic_id( "bio_heat_absorb" ) ) && !is_armed() && t.is_warm() ) {
1828 mod_power_level( 3_kJ );
1829 d.add_damage( DT_COLD, 3 );
1830 if( is_player() ) {
1831 dump += string_format( _( "You drain %s's body heat." ), target ) + "\n";
1832 } else {
1833 add_msg_if_npc( _( "<npcname> drains %s's body heat!" ), target );
1834 }
1835 }
1836
1837 if( weapon.has_flag( "FLAMING" ) ) {
1838 d.add_damage( DT_HEAT, rng( 1, 8 ) );
1839
1840 if( is_player() ) {
1841 dump += string_format( _( "You burn %s." ), target ) + "\n";
1842 } else {
1843 add_msg_player_or_npc( _( "<npcname> burns %s." ), target );
1844 }
1845 }
1846
1847 //Hurting the wielder from poorly-chosen weapons
1848 if( weap.has_flag( "HURT_WHEN_WIELDED" ) && x_in_y( 2, 3 ) ) {
1849 add_msg_if_player( m_bad, _( "The %s cuts your hand!" ), weap.tname() );
1850 deal_damage( nullptr, bodypart_id( "hand_r" ), damage_instance::physical( 0,
1851 weap.damage_melee( DT_CUT ), 0 ) );
1852 if( weap.is_two_handed( *this ) ) { // Hurt left hand too, if it was big
1853 deal_damage( nullptr, bodypart_id( "hand_l" ), damage_instance::physical( 0,
1854 weap.damage_melee( DT_CUT ), 0 ) );
1855 }
1856 }
1857
1858 const int vol = weap.volume() / 250_ml;
1859 // Glass weapons shatter sometimes
1860 if( weap.made_of( material_id( "glass" ) ) &&
1861 /** @EFFECT_STR increases chance of breaking glass weapons (NEGATIVE) */
1862 rng( 0, vol + 8 ) < vol + str_cur ) {
1863 if( is_player() ) {
1864 dump += string_format( _( "Your %s shatters!" ), weap.tname() ) + "\n";
1865 } else {
1866 add_msg_player_or_npc( m_bad, _( "Your %s shatters!" ),
1867 _( "<npcname>'s %s shatters!" ),
1868 weap.tname() );
1869 }
1870
1871 sounds::sound( pos(), 16, sounds::sound_t::combat, "Crack!", true, "smash_success",
1872 "smash_glass_contents" );
1873 // Dump its contents on the ground
1874 weap.contents.spill_contents( pos() );
1875 // Take damage
1876 deal_damage( nullptr, bodypart_id( "arm_r" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1877 0 ) );
1878 if( weap.is_two_handed( *this ) ) { // Hurt left arm too, if it was big
1879 //redeclare shatter_dam because deal_damage mutates it
1880 deal_damage( nullptr, bodypart_id( "arm_l" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1881 0 ) );
1882 }
1883 d.add_damage( DT_CUT, rng( 0, 5 + static_cast<int>( vol * 1.5 ) ) ); // Hurt the monster extra
1884 remove_weapon();
1885 }
1886
1887 if( !t.is_hallucination() ) {
1888 handle_melee_wear( weap );
1889 }
1890
1891 // on-hit effects for martial arts
1892 martial_arts_data->ma_onhit_effects( *this );
1893
1894 return dump;
1895}
item remove_weapon()
Definition: character.cpp:2620
virtual bool is_warm() const
Definition: creature.cpp:965
int damage_melee(damage_type dt) const
Damage of given type caused when this item is used as melee weapon.
Definition: item.cpp:5126

References _, damage_instance::add_damage(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bionic_id, sounds::combat, item::conductive(), item::contents, item::damage_melee(), deal_damage(), Creature::disp_name(), DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, get_power_level(), handle_melee_wear(), has_active_bionic(), item::has_flag(), is_armed(), Creature::is_hallucination(), Creature::is_player(), item::is_two_handed(), Creature::is_warm(), m_bad, item::made_of(), martial_arts_data, mod_power_level(), damage_instance::physical(), pos(), remove_weapon(), rng(), sounds::sound(), item_contents::spill_contents(), str_cur, string_format(), item::tname(), item::volume(), weapon, and x_in_y().

Referenced by melee_attack().

◆ mend()

void Character::mend ( int  rate_multiplier)

Handles the chance for broken limbs to spontaneously heal to 1 HP.

Definition at line 1605 of file suffer.cpp.

1606{
1607 // Wearing splints can slowly mend a broken limb back to 1 hp.
1608 bool any_broken = false;
1609 for( const bodypart_id &bp : get_all_body_parts() ) {
1610 if( is_limb_broken( bp ) ) {
1611 any_broken = true;
1612 break;
1613 }
1614 }
1615
1616 if( !any_broken ) {
1617 return;
1618 }
1619
1620 double healing_factor = 1.0;
1621 // Studies have shown that alcohol and tobacco use delay fracture healing time
1622 // Being under effect is 50% slowdown
1623 // Being addicted but not under effect scales from 25% slowdown to 75% slowdown
1624 // The improvement from being intoxicated over withdrawal is intended
1625 if( has_effect( effect_cig ) ) {
1626 healing_factor *= 0.5;
1627 } else {
1628 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::CIG ) );
1629 }
1630
1631 if( has_effect( effect_drunk ) ) {
1632 healing_factor *= 0.5;
1633 } else {
1634 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::ALCOHOL ) );
1635 }
1636
1637 if( get_rad() > 0 && !has_trait( trait_RADIOGENIC ) ) {
1638 healing_factor *= clamp( ( 1000.0f - get_rad() ) / 1000.0f, 0.0f, 1.0f );
1639 }
1640
1641 // Bed rest speeds up mending
1642 if( has_effect( effect_sleep ) ) {
1643 healing_factor *= 4.0;
1644 } else if( get_fatigue() > fatigue_levels::dead_tired ) {
1645 // but being dead tired does not...
1646 healing_factor *= 0.75;
1647 } else {
1648 // If not dead tired, resting without sleep also helps
1649 healing_factor *= 1.0f + rest_quality();
1650 }
1651
1652 // Being healthy helps.
1653 healing_factor *= 1.0f + get_healthy() / 200.0f;
1654
1655 // Very hungry starts lowering the chance
1656 // square rooting the value makes the numbers drop off faster when below 1
1657 healing_factor *= std::sqrt( static_cast<float>( get_stored_kcal() ) / static_cast<float>
1658 ( max_stored_kcal() ) );
1659 // Similar for thirst - starts at very thirsty, drops to 0 at parched
1660 healing_factor *= 1.0f - clamp( 1.0f * ( get_thirst() - thirst_levels::very_thirsty ) /
1661 +thirst_levels::parched, 0.0f, 1.0f );
1662
1663 // Mutagenic healing factor!
1664 bool needs_splint = true;
1665
1666 healing_factor *= mutation_value( "mending_modifier" );
1667
1668 if( has_trait( trait_REGEN_LIZ ) ) {
1669 needs_splint = false;
1670 }
1671
1672 add_msg( m_debug, "Limb mend healing factor: %.2f", healing_factor );
1673 if( healing_factor <= 0.0f ) {
1674 // The section below assumes positive healing rate
1675 return;
1676 }
1677
1678 for( const bodypart_id &bp : get_all_body_parts() ) {
1679 const bool broken = is_limb_broken( bp );
1680 if( !broken ) {
1681 continue;
1682 }
1683
1684 if( needs_splint && !worn_with_flag( "SPLINT", bp ) ) {
1685 continue;
1686 }
1687
1688 const time_duration dur_inc = 1_turns * roll_remainder( rate_multiplier * healing_factor );
1689 auto &eff = get_effect( effect_mending, bp->token );
1690 if( eff.is_null() ) {
1691 add_effect( effect_mending, dur_inc, bp->token );
1692 continue;
1693 }
1694
1695 eff.set_duration( eff.get_duration() + dur_inc );
1696
1697 if( eff.get_duration() >= eff.get_max_duration() ) {
1698 set_part_hp_cur( bp, 1 );
1699 remove_effect( effect_mending, bp->token );
1700 g->events().send<event_type::broken_bone_mends>( getID(), bp->token );
1701 //~ %s is bodypart
1702 add_msg_if_player( m_good, _( "Your %s has started to mend!" ),
1703 body_part_name( bp ) );
1704 }
1705 }
1706}
float rest_quality() const
Returns >0 if character is sitting/lying and relatively inactive.
Definition: character.cpp:6468
int addiction_level(add_type type) const
Returns the intensity of the specified addiction.
Definition: suffer.cpp:1961
@ broken
Definition: enums.h:330
static const efftype_id effect_drunk("drunk")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const efftype_id effect_cig("cig")
static const efftype_id effect_sleep("sleep")
static float addiction_scaling(float at_min, float at_max, float add_lvl)
Definition: suffer.cpp:173
static const efftype_id effect_mending("mending")
static const trait_id trait_RADIOGENIC("RADIOGENIC")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), addiction_level(), addiction_scaling(), ALCOHOL, body_part_name(), broken, broken_bone_mends, CIG, clamp(), dead_tired, effect_cig, effect_drunk, effect_mending, effect_sleep, g, Creature::get_all_body_parts(), Creature::get_effect(), get_fatigue(), get_healthy(), get_rad(), get_stored_kcal(), get_thirst(), getID(), Creature::has_effect(), has_trait(), is_limb_broken(), m_debug, m_good, max_stored_kcal(), mutation_value(), parched, Creature::remove_effect(), rest_quality(), roll_remainder(), Creature::set_part_hp_cur(), trait_RADIOGENIC, trait_REGEN_LIZ, very_thirsty, and worn_with_flag().

Referenced by update_body().

◆ metabolic_rate()

float Character::metabolic_rate ( ) const

Current metabolic rate due to traits, hunger, speed, etc.

Definition at line 607 of file consumption.cpp.

608{
609 return metabolic_rate_base();
610}

References metabolic_rate_base().

Referenced by calc_needs_rates().

◆ metabolic_rate_base()

float Character::metabolic_rate_base ( ) const

Stable base metabolic rate due to traits.

Definition at line 594 of file consumption.cpp.

595{
596 static const std::string hunger_rate_string( "PLAYER_HUNGER_RATE" );
597 static const std::string metabolism_modifier( "metabolism_modifier" );
598
599 float hunger_rate = get_option< float >( hunger_rate_string );
600 float mut_bonus = 1.0f + mutation_value( metabolism_modifier );
601 float with_mut = hunger_rate * mut_bonus;
602 float ench_bonus = bonus_from_enchantments( with_mut, enchant_vals::mod::METABOLISM );
603
604 return std::max( 0.0f, with_mut + ench_bonus );
605}

References bonus_from_enchantments(), enchant_vals::METABOLISM, and mutation_value().

Referenced by bmr(), and metabolic_rate().

◆ mod_base_age()

void Character::mod_base_age ( int  mod)

Definition at line 6808 of file character.cpp.

6809{
6810 init_age += mod;
6811}

References init_age.

Referenced by set_description().

◆ mod_base_height()

void Character::mod_base_height ( int  mod)

Definition at line 6837 of file character.cpp.

6838{
6839 init_height += mod;
6840}

References init_height.

Referenced by set_description().

◆ mod_dex_bonus()

void Character::mod_dex_bonus ( int  ndex)
virtual

◆ mod_fatigue()

◆ mod_healthy()

void Character::mod_healthy ( int  nhealthy)
virtual

Modifiers for health values exclusive to characters.

Definition at line 4258 of file character.cpp.

4259{
4260 float mut_rate = 1.0f;
4261 for( const trait_id &mut : get_mutations() ) {
4262 mut_rate *= mut.obj().healthy_rate;
4263 }
4264 healthy += nhealthy * mut_rate;
4265}

References get_mutations(), and healthy.

Referenced by iuse::adrenaline_injector(), mod_stat(), process_one_effect(), spell_effect::recover_energy(), and update_health().

◆ mod_healthy_mod()

void Character::mod_healthy_mod ( int  nhealthy_mod,
int  cap 
)
virtual

Definition at line 4270 of file character.cpp.

4271{
4272 // TODO: This really should be a full morale-like system, with per-effect caps
4273 // and durations. This version prevents any single effect from exceeding its
4274 // intended ceiling, but multiple effects will overlap instead of adding.
4275
4276 // Cap indicates how far the mod is allowed to shift in this direction.
4277 // It can have a different sign to the mod, e.g. for items that treat
4278 // extremely low health, but can't make you healthy.
4279 if( nhealthy_mod == 0 || cap == 0 ) {
4280 return;
4281 }
4282 int low_cap;
4283 int high_cap;
4284 if( nhealthy_mod < 0 ) {
4285 low_cap = cap;
4286 high_cap = 200;
4287 } else {
4288 low_cap = -200;
4289 high_cap = cap;
4290 }
4291
4292 // If we're already out-of-bounds, we don't need to do anything.
4293 if( ( healthy_mod <= low_cap && nhealthy_mod < 0 ) ||
4294 ( healthy_mod >= high_cap && nhealthy_mod > 0 ) ) {
4295 return;
4296 }
4297
4298 healthy_mod += nhealthy_mod;
4299
4300 // Since we already bailed out if we were out-of-bounds, we can
4301 // just clamp to the boundaries here.
4302 healthy_mod = std::min( healthy_mod, high_cap );
4303 healthy_mod = std::max( healthy_mod, low_cap );
4304}

References healthy_mod.

Referenced by addict_effect(), iuse::blech(), check_needs_extremes(), consume_effects(), hardcoded_effects(), modify_health(), iuse::mycus(), iuse::plantblech(), process_one_effect(), rooted(), suffer_from_bad_bionics(), suffer_from_other_mutations(), update_health(), and iuse::vaccine().

◆ mod_int_bonus()

void Character::mod_int_bonus ( int  nint)
virtual

◆ mod_max_power_level()

void Character::mod_max_power_level ( const units::energy npower_max)

Definition at line 2051 of file character.cpp.

2052{
2053 max_power_level += npower_max;
2054}

References max_power_level.

Referenced by activate_mutation(), add_bionic(), perform_uninstall(), and uninstall_bionic().

◆ mod_pain()

void Character::mod_pain ( int  npain)
overridevirtual

Modifies a pain value by player traits before passing it to Creature::mod_pain()

Reimplemented from Creature.

Definition at line 884 of file character.cpp.

885{
886 if( npain > 0 ) {
888 return;
889 }
890 // always increase pain gained by one from these bad mutations
891 if( has_trait( trait_MOREPAIN ) ) {
892 npain += std::max( 1, roll_remainder( npain * 0.25 ) );
893 } else if( has_trait( trait_MOREPAIN2 ) ) {
894 npain += std::max( 1, roll_remainder( npain * 0.5 ) );
895 } else if( has_trait( trait_MOREPAIN3 ) ) {
896 npain += std::max( 1, roll_remainder( npain * 1.0 ) );
897 }
898
899 if( npain > 1 ) {
900 // if it's 1 it'll just become 0, which is bad
902 npain = roll_remainder( npain * 0.5 );
903 } else if( has_trait( trait_PAINRESIST ) ) {
904 npain = roll_remainder( npain * 0.67 );
905 }
906 }
907 }
908 Creature::mod_pain( npain );
909}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_MOREPAIN("MORE_PAIN")
static const trait_id trait_PAINRESIST_TROGLO("PAINRESIST_TROGLO")
static const trait_id trait_MOREPAIN2("MORE_PAIN2")
static const trait_id trait_PAINRESIST("PAINRESIST")
static const trait_id trait_MOREPAIN3("MORE_PAIN3")
virtual void mod_pain(int npain)
Definition: creature.cpp:1352

References effect_narcosis, Creature::has_effect(), has_trait(), Creature::mod_pain(), roll_remainder(), trait_MOREPAIN, trait_MOREPAIN2, trait_MOREPAIN3, trait_NOPAIN, trait_PAINRESIST, and trait_PAINRESIST_TROGLO.

Referenced by addict_effect(), iuse::antiparasitic(), apply_damage(), iexamine::autodoc(), iuse::blech(), iuse::blood_draw(), blood_magic(), burn_move_stamina(), activity_handlers::burrow_finish(), cauterize_actor::cauterize_effect(), debug_menu::character_edit_menu(), consume_effects(), eff_fun_bleed(), iuse::ehandcuffs(), game::find_or_make_stairs(), game::grabbed_furn_move(), game::grabbed_veh_move(), hardcoded_effects(), hurtall(), marloss_common(), game::mon_info_update(), iuse::mycus(), activity_handlers::pickaxe_finish(), map::player_in_field(), process_bionic(), process_one_effect(), sounds::process_sound_markers(), iuse::purify_iv(), iuse::purify_smart(), spell_effect::recover_energy(), regen(), suffer_from_bad_bionics(), suffer_from_chemimbalance(), suffer_from_radiation(), suffer_from_sunburn(), suffer_without_sleep(), try_reject_mutagen(), update_needs(), mutagen_actor::use(), mutagen_iv_actor::use(), and iuse::vaccine().

◆ mod_painkiller()

void Character::mod_painkiller ( int  npkill)

◆ mod_per_bonus()

void Character::mod_per_bonus ( int  nper)
virtual

◆ mod_power_level()

void Character::mod_power_level ( const units::energy npower)

Definition at line 2039 of file character.cpp.

2040{
2041 // Remaining capacity between current and maximum power levels we can make use of.
2042 const units::energy remaining_capacity = get_max_power_level() - get_power_level();
2043 // We can't add more than remaining capacity, so get the minimum of the two
2044 const units::energy minned_npower = std::min( npower, remaining_capacity );
2045 // new candidate power level
2046 const units::energy new_power = get_power_level() + minned_npower;
2047 // set new power level while prevending it from going negative
2048 set_power_level( std::max( 0_kJ, new_power ) );
2049}

References get_max_power_level(), get_power_level(), and set_power_level().

Referenced by activate_bionic(), activate_mutation(), item::ammo_consume(), burn_fuel(), npc::check_or_use_weapon_cbm(), deactivate_bionic(), npc::discharge_cbm_weapon(), do_skill_rust(), iuse::ehandcuffs(), explosion_handler::emp_blast(), feed_furnace_with(), aim_activity_actor::finish(), iexamine::fireplace(), hack_attempt(), melee_special_effects(), modify_morale(), game::monmove(), player::on_hit(), game::on_move_effects(), passive_power_gen(), game::phasing_move(), process_bionic(), process_turn(), npc::recharge_cbm(), spell_effect::recover_energy(), mattack::riotbot(), activity_handlers::spellcasting_finish(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_while_underwater(), try_start_hacking(), player::uncanny_dodge(), update_stamina(), use_charges(), and use_fire().

◆ mod_rad()

void Character::mod_rad ( int  mod)

Definition at line 7098 of file character.cpp.

7099{
7100 if( has_trait_flag( "NO_RADIATION" ) ) {
7101 return;
7102 }
7103 set_rad( std::max( 0, get_rad() + mod ) );
7104}

References get_rad(), has_trait_flag(), and set_rad().

Referenced by activate_bionic(), irradiate(), game::process_artifact(), process_one_effect(), regen(), and suffer_from_radiation().

◆ mod_skill_level()

void Character::mod_skill_level ( const skill_id ident,
int  delta 
)

Definition at line 3428 of file character.cpp.

3429{
3430 _skills->mod_skill_level( ident, delta );
3431}

References _skills.

Referenced by avatar::create(), npc::randomize(), and set_skills().

◆ mod_sleep_deprivation()

void Character::mod_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4447 of file character.cpp.

4448{
4449 set_sleep_deprivation( sleep_deprivation + nsleep_deprivation );
4450}

References set_sleep_deprivation(), and sleep_deprivation.

Referenced by update_needs().

◆ mod_stamina()

◆ mod_stat()

void Character::mod_stat ( const std::string &  stat,
float  modifier 
)
overridevirtual

Reimplemented from Creature.

Reimplemented in player.

Definition at line 527 of file character.cpp.

528{
529 if( stat == "str" ) {
530 mod_str_bonus( modifier );
531 } else if( stat == "dex" ) {
532 mod_dex_bonus( modifier );
533 } else if( stat == "per" ) {
534 mod_per_bonus( modifier );
535 } else if( stat == "int" ) {
536 mod_int_bonus( modifier );
537 } else if( stat == "healthy" ) {
538 mod_healthy( modifier );
539 } else if( stat == "kcal" ) {
540 mod_stored_kcal( modifier );
541 } else if( stat == "hunger" ) {
542 mod_stored_kcal( -10 * modifier );
543 } else {
544 Creature::mod_stat( stat, modifier );
545 }
546}
virtual void mod_healthy(int nhealthy)
Modifiers for health values exclusive to characters.
Definition: character.cpp:4258
virtual void mod_stat(const std::string &stat, float modifier)
Definition: creature.cpp:1700

References mod_dex_bonus(), mod_healthy(), mod_int_bonus(), mod_per_bonus(), Creature::mod_stat(), mod_stored_kcal(), and mod_str_bonus().

Referenced by apply_skill_boost(), player::mod_stat(), and shout().

◆ mod_stim()

void Character::mod_stim ( int  mod)

◆ mod_stored_kcal()

◆ mod_stored_nutr()

◆ mod_str_bonus()

void Character::mod_str_bonus ( int  nstr)
virtual

◆ mod_thirst()

◆ modify_addiction()

void Character::modify_addiction ( const islot_comestible comest)

Used to apply addiction modifications from food and medication.

Definition at line 1044 of file consumption.cpp.

1045{
1046 add_addiction( comest.add, comest.addict );
1047 if( addiction_craving( comest.add ) != MORALE_NULL ) {
1048 rem_morale( addiction_craving( comest.add ) );
1049 }
1050}
morale_type addiction_craving(add_type const cur)
Definition: addiction.cpp:307
void add_addiction(add_type type, int strength)
Adds an addiction to the player.
Definition: suffer.cpp:1892
add_type add
effects of addiction
Definition: itype.h:142
int addict
addiction potential
Definition: itype.h:139

References islot_comestible::add, add_addiction(), islot_comestible::addict, addiction_craving(), MORALE_NULL, and rem_morale().

Referenced by consume_effects(), and player::consume_med().

◆ modify_fatigue()

void Character::modify_fatigue ( const islot_comestible comest)

Used to apply fatigue modifications from food and medication.

Definition at line 1034 of file consumption.cpp.

1035{
1036 mod_fatigue( -comest.fatigue_mod );
1037}
int fatigue_mod
fatigue altering effect
Definition: itype.h:148

References islot_comestible::fatigue_mod, and mod_fatigue().

Referenced by consume_effects(), and player::consume_med().

◆ modify_health()

void Character::modify_health ( const islot_comestible comest)

Used to apply health modifications from food and medication.

Definition at line 991 of file consumption.cpp.

992{
993 const int effective_health = comest.healthy;
994 // Effectively no cap on health modifiers from food and meds
995 const int health_cap = 200;
996 mod_healthy_mod( effective_health, effective_health >= 0 ? health_cap : -health_cap );
997}
int healthy
TODO: add documentation.
Definition: itype.h:157

References islot_comestible::healthy, and mod_healthy_mod().

Referenced by consume_effects(), and player::consume_med().

◆ modify_morale()

void Character::modify_morale ( item food,
int  nutr = 0 
)

Used to apply morale modifications from food and medication.

Definition at line 1052 of file consumption.cpp.

1053{
1054 time_duration morale_time = 2_hours;
1055 if( food.has_flag( flag_EATEN_HOT ) ) {
1056 auto heater = find_food_heater( *this, crafting_inventory(),
1057 get_map().has_nearby_fire( pos(), PICKUP_RANGE ) );
1058 if( heater && heater->consume( *this ) ) {
1060 _( "You heat up your %1$s using the %2$s." ),
1061 _( "<npcname> heats up their %1$s using the %2$s." ),
1062 food.tname(), heater->it.tname() );
1063 morale_time = 3_hours;
1064 int clamped_nutr = std::max( 5, std::min( 20, nutr / 10 ) );
1065 add_morale( MORALE_FOOD_HOT, clamped_nutr, 20, morale_time, morale_time / 2 );
1066 }
1067 }
1068
1069 std::pair<int, int> fun = fun_for( food );
1070 if( fun.first < 0 ) {
1072 get_power_level() > units::from_kilojoule( -fun.first ) ) {
1073 mod_power_level( units::from_kilojoule( std::min( 0, fun_for( food ).first ) ) );
1074 } else {
1075 add_morale( MORALE_FOOD_BAD, fun.first, fun.second, morale_time, morale_time / 2, false,
1076 food.type );
1077 }
1078 } else if( fun.first > 0 ) {
1079 add_morale( MORALE_FOOD_GOOD, fun.first, fun.second, morale_time, morale_time / 2, false,
1080 food.type );
1081 }
1082
1083 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
1084 if( has_trait( trait_SPIRITUAL ) ) {
1085 add_morale( MORALE_FOOD_GOOD, 36, 72, 2_hours, 1_hours, false );
1086 } else {
1087 add_morale( MORALE_FOOD_GOOD, 18, 36, 1_hours, 30_minutes, false );
1088 }
1089 }
1090
1091 if( food.has_flag( flag_CANNIBALISM ) ) {
1092 const bool cannibal = has_trait( trait_CANNIBAL );
1093 const bool psycho = has_trait( trait_PSYCHOPATH );
1094 const bool sapiovore = has_trait( trait_SAPIOVORE );
1095 if( cannibal ) {
1096 add_msg_if_player( m_good, _( "You indulge your shameful hunger." ) );
1097 add_morale( MORALE_CANNIBAL, 20, 200 );
1098 } else if( psycho || sapiovore ) {
1099 // Nothing - doesn't care enough to print a message
1100 } else {
1101 add_msg_if_player( m_bad, _( "You feel horrible for eating a person." ) );
1102 add_morale( MORALE_CANNIBAL, -60, -400, 60_minutes, 30_minutes );
1103 }
1104 }
1105
1106 // Allergy check for food that is ingested (not gum)
1107 if( !food.has_flag( "NO_INGEST" ) ) {
1108 const auto allergy = allergy_type( food );
1109 if( allergy != MORALE_NULL ) {
1110 add_msg_if_player( m_bad, _( "Yuck! How can anybody eat this stuff?" ) );
1111 add_morale( allergy, -75, -400, 30_minutes, 24_minutes );
1112 }
1113 if( food.has_flag( flag_ALLERGEN_JUNK ) ) {
1114 if( has_trait( trait_PROJUNK ) ) {
1115 add_msg_if_player( m_good, _( "Mmm, junk food." ) );
1116 add_morale( MORALE_SWEETTOOTH, 5, 30, 30_minutes, 24_minutes );
1117 }
1118 if( has_trait( trait_PROJUNK2 ) ) {
1119 if( !one_in( 100 ) ) {
1120 add_msg_if_player( m_good, _( "When life's got you down, there's always sugar." ) );
1121 } else {
1122 add_msg_if_player( m_good, _( "They may do what they must… you've already won." ) );
1123 }
1124 add_morale( MORALE_SWEETTOOTH, 10, 50, 1_hours, 50_minutes );
1125 }
1126 // Carnivores CAN eat junk food, but they won't like it much.
1127 // Pizza-scraping happens in consume_effects.
1129 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1130 add_morale( MORALE_NO_DIGEST, -25, -125, 30_minutes, 24_minutes );
1131 }
1132 }
1133 }
1134 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
1136 if( !food.rotten() && chew && has_trait( trait_SAPROPHAGE ) ) {
1137 // It's OK to *drink* things that haven't rotted. Alternative is to ban water. D:
1138 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1139 add_morale( MORALE_NO_DIGEST, -75, -400, 30_minutes, 24_minutes );
1140 }
1141 if( food.has_flag( flag_URSINE_HONEY ) && ( !crossed_threshold() ||
1143 mutation_category_level["URSINE"] > 40 ) {
1144 // Need at least 5 bear mutations for effect to show, to filter out mutations in common with other categories
1145 int honey_fun = has_trait( trait_THRESH_URSINE ) ?
1146 std::min( mutation_category_level["URSINE"] / 8, 20 ) :
1147 mutation_category_level["URSINE"] / 12;
1148 if( honey_fun < 10 ) {
1149 add_msg_if_player( m_good, _( "You find the sweet taste of honey surprisingly palatable." ) );
1150 } else {
1151 add_msg_if_player( m_good, _( "You feast upon the sweet honey." ) );
1152 }
1153 add_morale( MORALE_HONEY, honey_fun, 100 );
1154 }
1155}
morale_type allergy_type(const item &food) const
Returns allergy type or MORALE_NULL if not allergic for this character.
std::pair< int, int > fun_for(const item &comest) const
Handles the enjoyability value for a comestible.
bool rotten() const
returns true if item is now rotten after all shelf life has elapsed
Definition: item.h:854
static const bionic_id bio_taste_blocker("bio_taste_blocker")
static cata::optional< prepared_item_consumption > find_food_heater(Character &c, const inventory &inv, bool has_fire)
static const trait_id trait_THRESH_URSINE("THRESH_URSINE")
static const std::string flag_URSINE_HONEY("URSINE_HONEY")
static const std::string flag_CANNIBALISM("CANNIBALISM")
static const std::string flag_HIDDEN_HALLU("HIDDEN_HALLU")
static const trait_id trait_SAPIOVORE("SAPIOVORE")
static const trait_id trait_PSYCHOPATH("PSYCHOPATH")
static const trait_id trait_PROJUNK("PROJUNK")
static const trait_id trait_SPIRITUAL("SPIRITUAL")
static const std::string flag_EATEN_HOT("EATEN_HOT")
static const trait_id trait_CANNIBAL("CANNIBAL")
const morale_type MORALE_HONEY("morale_honey")
const morale_type MORALE_SWEETTOOTH("morale_sweettooth")
const morale_type MORALE_NO_DIGEST("morale_no_digest")
const morale_type MORALE_FOOD_HOT("morale_food_hot")
const morale_type MORALE_FOOD_GOOD("morale_food_good")
const morale_type MORALE_CANNIBAL("morale_cannibal")
const morale_type MORALE_FOOD_BAD("morale_food_bad")
int chew(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1096

References _, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), allergy, allergy_type(), bio_taste_blocker, iuse::chew(), comesttype_FOOD(), crafting_inventory(), crossed_threshold(), find_food_heater(), flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_EATEN_HOT(), flag_HIDDEN_HALLU(), flag_URSINE_HONEY(), flag_USE_EAT_VERB(), units::from_kilojoule(), fun_for(), item::get_comestible(), get_map(), get_power_level(), has_active_bionic(), item::has_flag(), has_trait(), m_bad, m_good, mod_power_level(), MORALE_CANNIBAL, MORALE_FOOD_BAD, MORALE_FOOD_GOOD, MORALE_FOOD_HOT, MORALE_HONEY, MORALE_NO_DIGEST, MORALE_NULL, MORALE_SWEETTOOTH, mutation_category_level, one_in(), PICKUP_RANGE, pos(), item::rotten(), item::tname(), trait_CANNIBAL, trait_CARNIVORE, trait_PROJUNK, trait_PROJUNK2, trait_PSYCHOPATH, trait_SAPIOVORE, trait_SAPROPHAGE, trait_SPIRITUAL, trait_THRESH_URSINE, and item::type.

Referenced by consume_effects(), and player::consume_med().

◆ modify_radiation()

void Character::modify_radiation ( const islot_comestible comest)

Used to apply radiation from food and medication.

Definition at line 1039 of file consumption.cpp.

1040{
1041 irradiate( comest.radiation );
1042}
int radiation
Amount of radiation you get from this comestible.
Definition: itype.h:163

References irradiate(), and islot_comestible::radiation.

Referenced by consume_effects(), and player::consume_med().

◆ modify_stimulation()

void Character::modify_stimulation ( const islot_comestible comest)

Used to apply stimulation modifications from food and medication.

Definition at line 999 of file consumption.cpp.

1000{
1001 const int current_stim = get_stim();
1002 if( comest.stim != 0 &&
1003 ( std::abs( current_stim ) < ( std::abs( comest.stim ) * 3 ) ||
1004 sgn( current_stim ) != sgn( comest.stim ) ) ) {
1005 if( comest.stim < 0 ) {
1006 set_stim( std::max( comest.stim * 3, current_stim + comest.stim ) );
1007 } else {
1008 set_stim( std::min( comest.stim * 3, current_stim + comest.stim ) );
1009 }
1010 }
1011 if( has_trait( trait_STIMBOOST ) && ( current_stim > 30 ) &&
1012 ( ( comest.add == add_type::CAFFEINE ) || ( comest.add == add_type::SPEED ) ||
1013 ( comest.add == add_type::COKE ) || ( comest.add == add_type::CRACK ) ) ) {
1014 int hallu_duration = ( current_stim - comest.stim < 30 ) ? current_stim - 30 : comest.stim;
1015 add_effect( effect_visuals, hallu_duration * 30_minutes );
1016 std::vector<std::string> stimboost_msg{ _( "The shadows are getting ever closer." ),
1017 _( "You have a bad feeling about this." ),
1018 _( "A powerful sense of dread comes over you." ),
1019 _( "Your skin starts crawling." ),
1020 _( "They're coming to get you." ),
1021 _( "This might've been a bad idea…" ),
1022 _( "You've really done it this time, haven't you?" ),
1023 _( "You have to stay vigilant. They're always watching…" ),
1024 _( "mistake mistake mistake mistake mistake" ),
1025 _( "Just gotta stay calm, and you'll make it through this." ),
1026 _( "You're starting to feel very jumpy." ),
1027 _( "Something is twitching at the edge of your vision." ),
1028 _( "They know what you've done…" ),
1029 _( "You're feeling even more paranoid than usual." ) };
1030 add_msg_if_player( m_bad, random_entry_ref( stimboost_msg ) );
1031 }
1032}
static const efftype_id effect_visuals("visuals")
static const trait_id trait_STIMBOOST("STIMBOOST")
constexpr int sgn(const T x)
Definition: enums.h:8
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149
int stim
stimulant effect
Definition: itype.h:145

References _, islot_comestible::add, Creature::add_effect(), Creature::add_msg_if_player(), CAFFEINE, COKE, CRACK, effect_visuals, get_stim(), has_trait(), m_bad, random_entry_ref(), set_stim(), sgn(), SPEED, islot_comestible::stim, and trait_STIMBOOST.

Referenced by consume_effects(), and player::consume_med().

◆ mount_creature()

void Character::mount_creature ( monster z)

Definition at line 1088 of file character.cpp.

1089{
1090 tripoint pnt = z.pos();
1091 shared_ptr_fast<monster> mons = g->shared_from( z );
1092 if( mons == nullptr ) {
1093 add_msg( m_debug, "mount_creature(): monster not found in critter_tracker" );
1094 return;
1095 }
1096 add_effect( effect_riding, 1_turns, num_bp );
1097 z.add_effect( effect_ridden, 1_turns, num_bp );
1098 if( z.has_effect( effect_tied ) ) {
1100 if( z.tied_item ) {
1101 i_add( *z.tied_item );
1102 z.tied_item.reset();
1103 }
1104 }
1106 if( z.has_effect( effect_harnessed ) ) {
1108 add_msg_if_player( m_info, _( "You remove the %s's harness." ), z.get_name() );
1109 }
1110 mounted_creature = mons;
1111 mons->mounted_player = this;
1112 if( is_avatar() ) {
1113 if( g->u.is_hauling() ) {
1114 g->u.stop_hauling();
1115 }
1116 if( g->u.get_grab_type() != OBJECT_NONE ) {
1117 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1118 g->u.grab( OBJECT_NONE );
1119 }
1120 g->place_player( pnt );
1121 } else {
1122 npc &guy = dynamic_cast<npc &>( *this );
1123 guy.setpos( pnt );
1124 }
1125 z.facing = facing;
1126 add_msg_if_player( m_good, _( "You climb on the %s." ), z.get_name() );
1127 if( z.has_flag( MF_RIDEABLE_MECH ) ) {
1128 if( !z.type->mech_weapon.is_empty() ) {
1129 item mechwep = item( z.type->mech_weapon );
1130 wield( mechwep );
1131 }
1132 add_msg_if_player( m_good, _( "You hear your %s whir to life." ), z.get_name() );
1133 }
1134 // some rideable mechs have night-vision
1136 mod_moves( -100 );
1137}
static const efftype_id effect_tied("tied")
static const efftype_id effect_harnessed("harnessed")
FacingDirection facing
return the direction the creature is facing, for sdl horizontal flip
Definition: creature.h:135
cata::value_ptr< item > tied_item
Definition: monster.h:463
std::string get_name() const override
Definition: monster.cpp:488
void setpos(const tripoint &pos) override
Note: this places NPC on a given position in CURRENT MAP coordinates.
Definition: npc.cpp:681
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16

References _, Creature::add_effect(), monster::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_harnessed, effect_ridden, effect_riding, effect_tied, Creature::facing, g, monster::get_name(), getID(), Creature::has_effect(), i_add(), Creature::is_avatar(), m_debug, m_good, m_info, m_warning, mounted_creature, monster::mounted_player_id, num_bp, OBJECT_NONE, monster::pos(), Creature::remove_effect(), npc::setpos(), and monster::tied_item.

Referenced by activity_handlers::find_mount_do_turn(), and monexamine::mount_pet().

◆ move_effects()

bool Character::move_effects ( bool  attacking)
overridevirtual

Processes effects which may prevent the Character from moving (bear traps, crushed, etc.).

Returns false if movement is stopped.

Strength increases chance to escape pit Dexterity increases chance to escape pit, slightly

Implements Creature.

Definition at line 1590 of file character.cpp.

1591{
1592 if( has_effect( effect_downed ) ) {
1593 try_remove_downed( *this );
1594 return false;
1595 }
1596 if( has_effect( effect_webbed ) ) {
1597 try_remove_webs( *this );
1598 return false;
1599 }
1600 if( has_effect( effect_lightsnare ) ) {
1601 try_remove_lightsnare( *this );
1602 return false;
1603
1604 }
1605 if( has_effect( effect_heavysnare ) ) {
1606 try_remove_heavysnare( *this );
1607 return false;
1608 }
1609 if( has_effect( effect_beartrap ) ) {
1610 try_remove_bear_trap( *this );
1611 return false;
1612 }
1613 if( has_effect( effect_crushed ) ) {
1614 try_remove_crushed( *this );
1615 return false;
1616 }
1617 // Below this point are things that allow for movement if they succeed
1618
1619 // Currently we only have one thing that forces movement if you succeed, should we get more
1620 // than this will need to be reworked to only have success effects if /all/ checks succeed
1621 if( has_effect( effect_in_pit ) ) {
1622 /** @EFFECT_STR increases chance to escape pit */
1623
1624 /** @EFFECT_DEX increases chance to escape pit, slightly */
1625 if( rng( 0, 40 ) > get_str() + get_dex() / 2 ) {
1626 add_msg_if_player( m_bad, _( "You try to escape the pit, but slip back in." ) );
1627 return false;
1628 } else {
1629 add_msg_player_or_npc( m_good, _( "You escape the pit!" ),
1630 _( "<npcname> escapes the pit!" ) );
1632 }
1633 }
1634 if( has_effect( effect_grabbed ) && !attacking && !try_remove_grab( *this ) ) {
1635 // NOLINTNEXTLINE(readability-simplify-boolean-expr)
1636 return false;
1637 }
1638 return true;
1639}
static void try_remove_lightsnare(Character &c)
Definition: character.cpp:1440
static void try_remove_crushed(Character &c)
Definition: character.cpp:1500
static const efftype_id effect_crushed("crushed")
static void try_remove_heavysnare(Character &c)
Definition: character.cpp:1469
static void try_remove_bear_trap(Character &c)
Definition: character.cpp:1404
static void try_remove_webs(Character &c)
Definition: character.cpp:1570
static bool try_remove_grab(Character &c)
Definition: character.cpp:1514
static const efftype_id effect_webbed("webbed")
static const efftype_id effect_in_pit("in_pit")
static void try_remove_downed(Character &c)
Definition: character.cpp:1389

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), effect_beartrap, effect_crushed, effect_downed, effect_grabbed, effect_heavysnare, effect_in_pit, effect_lightsnare, effect_webbed, get_dex(), get_str(), Creature::has_effect(), m_bad, m_good, Creature::remove_effect(), rng(), try_remove_bear_trap(), try_remove_crushed(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by avatar_action::move(), npc::move_to(), and game::vertical_move().

◆ movement_mode_is()

bool Character::movement_mode_is ( character_movemode  mode) const

Check against the character's current movement mode.

Definition at line 1674 of file character.cpp.

1675{
1676 return move_mode == mode;
1677}

References move_mode.

Referenced by map::build_vision_transparency_cache(), avatar::cycle_move_mode(), draw_health_classic(), avatar_action::move(), move_mode_color(), move_mode_string(), game::on_move_effects(), Creature::sees(), game::vertical_move(), and game::walk_move().

◆ mut_cbm_encumb()

void Character::mut_cbm_encumb ( char_encumbrance_data vals) const
protected

Applies encumbrance from mutations and bionics only.

Definition at line 4033 of file character.cpp.

4034{
4035
4036 for( const bionic_id &bid : get_bionics() ) {
4037 for( const std::pair<const bodypart_str_id, int> &element : bid->encumbrance ) {
4038 vals.elems[element.first->token].encumbrance += element.second;
4039 }
4040 }
4041
4043 for( auto &val : vals.elems ) {
4044 val.encumbrance += 3; // Slight encumbrance to all parts except eyes
4045 }
4046 vals.elems[bp_eyes].encumbrance -= 3;
4047 }
4048
4049 // Lower penalty for bps covered only by XL armor
4050 const auto oversize = exclusive_flag_coverage( flag_OVERSIZE );
4051 for( const trait_id &mut : get_mutations() ) {
4052 apply_mut_encumbrance( vals, mut, oversize );
4053 }
4054}
static const bionic_id bio_shock_absorber("bio_shock_absorber")
static void apply_mut_encumbrance(char_encumbrance_data &vals, const trait_id &mut, const body_part_set &oversize)
Definition: character.cpp:4018

References apply_mut_encumbrance(), bio_shock_absorber, bp_eyes, char_encumbrance_data::elems, exclusive_flag_coverage(), flag_OVERSIZE(), get_bionics(), get_mutations(), and has_active_bionic().

Referenced by calc_encumbrance().

◆ mutate()

void Character::mutate ( )

Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way.

Definition at line 835 of file mutation.cpp.

836{
837 if( get_option<bool>( "BALANCED_MUTATIONS" ) ) {
839 if( !mutagen ) {
840 return;
841 }
842 float mut_power = to_turns<float>( mutagen.get_duration() ) / to_turns<float>
843 ( mutagen.get_int_dur_factor() );
844 add_msg_if_player( m_debug, "Mutation accumulation: %.1f", mut_power );
845 while( mut_power > 1 || roll_remainder( mut_power ) > 0 ) {
846 std::map<trait_id, float> chances = mutation_chances();
847
848 weighted_float_list<trait_id> mutation_picker;
849 for( const auto &p : chances ) {
850 mutation_picker.add( p.first, p.second );
851 }
852
853 for( int tries = 0; tries < 3; tries++ ) {
854 const trait_id *selected = mutation_picker.pick();
855 if( selected == nullptr ) {
856 continue;
857 }
858 add_msg_if_player( m_debug, "Selected mutation %s", selected->obj().name().c_str() );
859 if( has_trait( *selected ) ) {
860 remove_mutation( *selected );
861 break;
862 } else {
863 mutate_towards( *selected );
864 break;
865 }
866 }
867
868 mutagen.mod_duration( -mutagen.get_int_dur_factor() );
869 mut_power -= 1.0f;
870 }
871 } else {
872 old_mutate();
874 }
875}
void remove_mutation(const trait_id &mut, bool silent=false)
Removes a mutation, downgrading to the previous level if possible.
Definition: mutation.cpp:1328
bool mutate_towards(std::vector< trait_id > muts, int num_tries=INT_MAX)
Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.
Definition: mutation.cpp:1087
std::map< trait_id, float > mutation_chances() const
Calculate percentage chances for mutations.
Definition: mutation.cpp:742
void old_mutate()
Definition: mutation.cpp:877
time_duration get_int_dur_factor() const
Returns the number of turns it takes for the intensity to fall by 1 or 0 if intensity isn't based on ...
Definition: effect.cpp:1207
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
T * add(const T &obj, const W &weight)
This will add a new object to the weighted list.
Definition: weighted_list.h:33
const T * pick(unsigned int randi) const
This will return a pointer to an object from the list randomly selected and biased by weight.
Definition: weighted_list.h:94

References weighted_list< W, T >::add(), Creature::add_msg_if_player(), effect_accumulated_mutagen, effect::get_duration(), Creature::get_effect(), effect::get_int_dur_factor(), has_trait(), m_debug, effect::mod_duration(), mutate_towards(), mutation_chances(), mutation_branch::name(), old_mutate(), weighted_list< W, T >::pick(), Creature::remove_effect(), remove_mutation(), and roll_remainder().

Referenced by iuse::artifact(), eff_fun_mutating(), hardcoded_effects(), marloss_common(), spell_effect::mutate(), mutate_category(), iuse::mycus(), mattack::science(), iuse::sewage(), suffer_from_artifacts(), suffer_from_other_mutations(), and suffer_from_radiation().

◆ mutate_category()

void Character::mutate_category ( const std::string &  mut_cat)

Picks a random valid mutation in a category and mutate_towards() it.

Definition at line 1034 of file mutation.cpp.

1035{
1036 // Hacky ID comparison is better than separate hardcoded branch used before
1037 // TODO: Turn it into the null id
1038 if( cat == "ANY" ) {
1039 mutate();
1040 return;
1041 }
1042
1043 bool force_bad = one_in( 3 ) && !get_option<bool>( "BALANCED_MUTATIONS" );
1044 bool force_good = false;
1045 if( has_trait( trait_ROBUST ) && force_bad ) {
1046 // Robust Genetics gives you a 33% chance for a good mutation,
1047 // instead of the 33% chance of a bad one.
1048 force_bad = false;
1049 force_good = true;
1050 }
1051 if( has_trait( trait_CHAOTIC_BAD ) ) {
1052 force_bad = true;
1053 force_good = false;
1054 }
1055
1056 // Pull the category's list for valid mutations
1057 std::vector<trait_id> valid = mutations_category[cat];
1058
1059 // Remove anything we already have, that we have a child of, or that
1060 // goes against our intention of a good/bad mutation
1061 for( size_t i = 0; i < valid.size(); i++ ) {
1062 if( !mutation_ok( valid[i], force_good, force_bad ) ) {
1063 valid.erase( valid.begin() + i );
1064 i--;
1065 }
1066 }
1067
1068 mutate_towards( valid, 2 );
1069}
bool mutation_ok(const trait_id &mutation, bool force_good, bool force_bad) const
Returns true if the player doesn't have the mutation or a conflicting one and it complies with the fo...
Definition: mutation.cpp:629
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_ROBUST("ROBUST")
std::map< std::string, std::vector< trait_id > > mutations_category

References has_trait(), mutate(), mutate_towards(), mutation_ok(), mutations_category, one_in(), trait_CHAOTIC_BAD, and trait_ROBUST.

Referenced by eff_fun_rat(), hardcoded_effects(), spell_effect::mutate(), iuse::mycus(), npc::randomize(), mutagen_actor::use(), and mutagen_iv_actor::use().

◆ mutate_towards() [1/2]

bool Character::mutate_towards ( const trait_id mut)

Mutates toward the entered mutation, upgrading or removing conflicts if necessary.

Definition at line 1103 of file mutation.cpp.

1104{
1105 if( has_child_flag( mut ) ) {
1106 remove_child_flag( mut );
1107 return true;
1108 }
1109 const mutation_branch &mdata = mut.obj();
1110
1111 bool has_prereqs = false;
1112 bool prereq1 = false;
1113 bool prereq2 = false;
1114 std::vector<trait_id> canceltrait;
1115 std::vector<trait_id> prereq = mdata.prereqs;
1116 std::vector<trait_id> prereqs2 = mdata.prereqs2;
1117 std::vector<trait_id> cancel = mdata.cancels;
1118 std::vector<trait_id> same_type = get_mutations_in_types( mdata.types );
1119 std::vector<trait_id> all_prereqs = get_all_mutation_prereqs( mut );
1120
1121 // Check mutations of the same type - except for the ones we might need for pre-reqs
1122 for( const auto &consider : same_type ) {
1123 if( std::find( all_prereqs.begin(), all_prereqs.end(), consider ) == all_prereqs.end() ) {
1124 cancel.push_back( consider );
1125 }
1126 }
1127
1128 for( size_t i = 0; i < cancel.size(); i++ ) {
1129 if( !has_trait( cancel[i] ) ) {
1130 cancel.erase( cancel.begin() + i );
1131 i--;
1132 } else if( has_base_trait( cancel[i] ) ) {
1133 //If we have the trait, but it's a base trait, don't allow it to be removed normally
1134 canceltrait.push_back( cancel[i] );
1135 cancel.erase( cancel.begin() + i );
1136 i--;
1137 }
1138 }
1139
1140 for( size_t i = 0; i < cancel.size(); i++ ) {
1141 if( !cancel.empty() ) {
1142 trait_id removed = cancel[i];
1143 remove_mutation( removed );
1144 cancel.erase( cancel.begin() + i );
1145 i--;
1146 // This checks for cases where one trait knocks out several others
1147 // Probably a better way, but gets it Fixed Now--KA101
1148 return mutate_towards( mut );
1149 }
1150 }
1151
1152 for( size_t i = 0; ( !prereq1 ) && i < prereq.size(); i++ ) {
1153 if( has_trait( prereq[i] ) ) {
1154 prereq1 = true;
1155 }
1156 }
1157
1158 for( size_t i = 0; ( !prereq2 ) && i < prereqs2.size(); i++ ) {
1159 if( has_trait( prereqs2[i] ) ) {
1160 prereq2 = true;
1161 }
1162 }
1163
1164 if( prereq1 && prereq2 ) {
1165 has_prereqs = true;
1166 }
1167
1168 if( !has_prereqs && ( !prereq.empty() || !prereqs2.empty() ) ) {
1169 if( !prereq1 && !prereq.empty() ) {
1170 return mutate_towards( prereq );
1171 } else if( !prereq2 && !prereqs2.empty() ) {
1172 return mutate_towards( prereqs2 );
1173 }
1174 }
1175
1176 // Check for threshold mutation, if needed
1177 bool threshold = mdata.threshold;
1178 bool profession = mdata.profession;
1179 bool has_threshreq = false;
1180 std::vector<trait_id> threshreq = mdata.threshreq;
1181
1182 // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid
1183 // and aren't categorized. This can happen if someone makes a threshold mutation into a prerequisite.
1184 if( threshold ) {
1185 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1186 return false;
1187 }
1188 if( profession ) {
1189 // Profession picks fail silently
1190 return false;
1191 }
1192
1193 for( size_t i = 0; !has_threshreq && i < threshreq.size(); i++ ) {
1194 if( has_trait( threshreq[i] ) ) {
1195 has_threshreq = true;
1196 }
1197 }
1198
1199 // No crossing The Threshold by simply not having it
1200 if( !has_threshreq && !threshreq.empty() ) {
1201 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1202 return false;
1203 }
1204
1205 // Check if one of the prerequisites that we have TURNS INTO this one
1206 trait_id replacing = trait_id::NULL_ID();
1207 prereq = mdata.prereqs; // Reset it
1208 for( auto &elem : prereq ) {
1209 if( has_trait( elem ) ) {
1210 const trait_id &pre = elem;
1211 const auto &p = pre.obj();
1212 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1213 if( p.replacements[j] == mut ) {
1214 replacing = pre;
1215 }
1216 }
1217 }
1218 }
1219
1220 // Loop through again for prereqs2
1221 trait_id replacing2 = trait_id::NULL_ID();
1222 prereq = mdata.prereqs2; // Reset it
1223 for( auto &elem : prereq ) {
1224 if( has_trait( elem ) ) {
1225 const trait_id &pre2 = elem;
1226 const auto &p = pre2.obj();
1227 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1228 if( p.replacements[j] == mut ) {
1229 replacing2 = pre2;
1230 }
1231 }
1232 }
1233 }
1234
1235 bool mutation_replaced = false;
1236
1237 game_message_type rating;
1238
1239 if( replacing ) {
1240 const auto &replace_mdata = replacing.obj();
1241 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1242 rating = m_mixed;
1243 } else if( replace_mdata.points - mdata.points < 0 ) {
1244 rating = m_good;
1245 } else if( mdata.points - replace_mdata.points < 0 ) {
1246 rating = m_bad;
1247 } else {
1248 rating = m_neutral;
1249 }
1250 //  TODO: Limit this to visible mutations
1251 // TODO: In case invisible mutation turns into visible or vice versa
1252 // print only the visible mutation appearing/disappearing
1253 add_msg_player_or_npc( rating,
1254 _( "Your %1$s mutation turns into %2$s!" ),
1255 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1256 replace_mdata.name(), mdata.name() );
1257
1258 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1259 unset_mutation( replacing );
1260 mutation_replaced = true;
1261 }
1262 if( replacing2 ) {
1263 const auto &replace_mdata = replacing2.obj();
1264 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1265 rating = m_mixed;
1266 } else if( replace_mdata.points - mdata.points < 0 ) {
1267 rating = m_good;
1268 } else if( mdata.points - replace_mdata.points < 0 ) {
1269 rating = m_bad;
1270 } else {
1271 rating = m_neutral;
1272 }
1273 add_msg_player_or_npc( rating,
1274 _( "Your %1$s mutation turns into %2$s!" ),
1275 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1276 replace_mdata.name(), mdata.name() );
1277 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1278 unset_mutation( replacing2 );
1279 mutation_replaced = true;
1280 }
1281 for( const auto &i : canceltrait ) {
1282 const auto &cancel_mdata = i.obj();
1283 if( mdata.mixed_effect || cancel_mdata.mixed_effect ) {
1284 rating = m_mixed;
1285 } else if( mdata.points < cancel_mdata.points ) {
1286 rating = m_bad;
1287 } else if( mdata.points > cancel_mdata.points ) {
1288 rating = m_good;
1289 } else if( mdata.points == cancel_mdata.points ) {
1290 rating = m_neutral;
1291 } else {
1292 rating = m_mixed;
1293 }
1294 // If this new mutation cancels a base trait, remove it and add the mutation at the same time
1295 add_msg_player_or_npc( rating,
1296 _( "Your innate %1$s trait turns into %2$s!" ),
1297 _( "<npcname>'s innate %1$s trait turns into %2$s!" ),
1298 cancel_mdata.name(), mdata.name() );
1299 g->events().send<event_type::evolves_mutation>( getID(), cancel_mdata.id, mdata.id );
1300 unset_mutation( i );
1301 mutation_replaced = true;
1302 }
1303 if( !mutation_replaced ) {
1304 if( mdata.mixed_effect ) {
1305 rating = m_mixed;
1306 } else if( mdata.points > 0 ) {
1307 rating = m_good;
1308 } else if( mdata.points < 0 ) {
1309 rating = m_bad;
1310 } else {
1311 rating = m_neutral;
1312 }
1313 // TODO: Limit to visible mutations
1314 add_msg_player_or_npc( rating,
1315 _( "You gain a mutation called %s!" ),
1316 _( "<npcname> gains a mutation called %s!" ),
1317 mdata.name() );
1318 g->events().send<event_type::gains_mutation>( getID(), mdata.id );
1319 }
1320
1321 set_mutation( mut );
1322
1325 return true;
1326}
static bool same_type(const std::list< item > &items)
void remove_child_flag(const trait_id &flag)
Removes the mutation's child flag from the player's list.
Definition: mutation.cpp:1486
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7859
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7836
@ cancel
Definition: craft_command.h:28
game_message_type
Definition: enums.h:259
static std::vector< trait_id > get_all_mutation_prereqs(const trait_id &id)
Definition: mutation.cpp:1071
std::vector< trait_id > get_mutations_in_types(const std::set< std::string > &ids)
trait_id id
Definition: mutation.h:76
bool threshold
Definition: mutation.h:83
std::set< std::string > types
Definition: mutation.h:261
bool profession
Definition: mutation.h:85
std::vector< trait_id > threshreq
Definition: mutation.h:260
bool mixed_effect
Definition: mutation.h:91

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel, mutation_branch::cancels, drench_mut_calc(), evolves_mutation, detail::find(), g, gains_mutation, get_all_mutation_prereqs(), get_mutations_in_types(), getID(), has_base_trait(), has_child_flag(), has_trait(), mutation_branch::id, m_bad, m_good, m_mixed, m_neutral, mutation_branch::mixed_effect, mutate_towards(), mutation_branch::name(), string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), mutation_branch::points, mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::profession, remove_child_flag(), remove_mutation(), same_type(), set_highest_cat_level(), set_mutation(), mutation_branch::threshold, mutation_branch::threshreq, mutation_branch::types, and unset_mutation().

◆ mutate_towards() [2/2]

bool Character::mutate_towards ( std::vector< trait_id muts,
int  num_tries = INT_MAX 
)

Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.

Definition at line 1087 of file mutation.cpp.

1088{
1089 while( !muts.empty() && num_tries > 0 ) {
1090 int i = rng( 0, muts.size() - 1 );
1091
1092 if( mutate_towards( muts[i] ) ) {
1093 return true;
1094 }
1095
1096 muts.erase( muts.begin() + i );
1097 --num_tries;
1098 }
1099
1100 return false;
1101}

References mutate_towards(), and rng().

Referenced by mutate(), spell_effect::mutate(), mutate_category(), mutate_towards(), old_mutate(), and debug_menu::wishmutate().

◆ mutation_armor() [1/3]

resistances Character::mutation_armor ( bodypart_id  bp) const

Returns resistances on a body part provided by mutations.

Definition at line 6407 of file character.cpp.

6408{
6409 resistances res;
6410 for( const trait_id &iter : get_mutations() ) {
6411 res += iter->damage_resistance( bp->token );
6412 }
6413
6414 return res;
6415}

References get_mutations().

Referenced by get_all_armor_type(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), mutation_armor(), and passive_absorb_hit().

◆ mutation_armor() [2/3]

float Character::mutation_armor ( bodypart_id  bp,
const damage_unit du 
) const

Definition at line 6422 of file character.cpp.

6423{
6424 return mutation_armor( bp ).get_effective_resist( du );
6425}
float get_effective_resist(const damage_unit &du) const
Definition: damage.cpp:217

References resistances::get_effective_resist(), and mutation_armor().

◆ mutation_armor() [3/3]

float Character::mutation_armor ( bodypart_id  bp,
damage_type  dt 
) const

Definition at line 6417 of file character.cpp.

6418{
6419 return mutation_armor( bp ).type_resist( dt );
6420}
float type_resist(damage_type dt) const
Definition: damage.cpp:213

References mutation_armor(), and resistances::type_resist().

◆ mutation_attacks()

std::vector< special_attack > Character::mutation_attacks ( Creature t) const

Returns a vector of valid mutation attacks.

Unarmed increases chance of attacking with mutated body parts Dexterity increases chance of attacking with mutated body parts

Definition at line 1951 of file melee.cpp.

1952{
1953 std::vector<special_attack> ret;
1954
1955 std::string target = t.disp_name();
1956
1957 const body_part_set usable_body_parts = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
1958 const int unarmed = get_skill_level( skill_unarmed );
1959
1960 for( const trait_id &pr : get_mutations() ) {
1961 const mutation_branch &branch = pr.obj();
1962 for( const mut_attack &mut_atk : branch.attacks_granted ) {
1963 // Covered body part
1964 if( mut_atk.bp != num_bp && !usable_body_parts.test( mut_atk.bp ) ) {
1965 continue;
1966 }
1967
1968 /** @EFFECT_UNARMED increases chance of attacking with mutated body parts */
1969 /** @EFFECT_DEX increases chance of attacking with mutated body parts */
1970
1971 // Calculate actor ability value to be compared against mutation attack difficulty and add debug message
1972 const int proc_value = get_dex() + unarmed;
1973 add_msg( m_debug, "%s proc chance: %d in %d", pr.c_str(), proc_value, mut_atk.chance );
1974 // If the mutation attack fails to proc, bail out
1975 if( !x_in_y( proc_value, mut_atk.chance ) ) {
1976 continue;
1977 }
1978
1979 // If player has any blocker, bail out
1980 if( std::any_of( mut_atk.blocker_mutations.begin(), mut_atk.blocker_mutations.end(),
1981 [this]( const trait_id & blocker ) {
1982 return has_trait( blocker );
1983 } ) ) {
1984 add_msg( m_debug, "%s not procing: blocked", pr.c_str() );
1985 continue;
1986 }
1987
1988 // Player must have all needed traits
1989 if( !std::all_of( mut_atk.required_mutations.begin(), mut_atk.required_mutations.end(),
1990 [this]( const trait_id & need ) {
1991 return has_trait( need );
1992 } ) ) {
1993 add_msg( m_debug, "%s not procing: unmet req", pr.c_str() );
1994 continue;
1995 }
1996
1997 special_attack tmp;
1998 // Ugly special case: player's strings have only 1 variable, NPC have 2
1999 // Can't use <npcname> here
2000 // TODO: Fix
2001 if( is_player() ) {
2002 tmp.text = string_format( _( mut_atk.attack_text_u ), target );
2003 } else {
2004 tmp.text = string_format( _( mut_atk.attack_text_npc ), name, target );
2005 }
2006
2007 // Attack starts here
2008 if( mut_atk.hardcoded_effect ) {
2009 tmp.damage = hardcoded_mutation_attack( *this, pr );
2010 } else {
2011 damage_instance dam = mut_atk.base_damage;
2012 damage_instance scaled = mut_atk.strength_damage;
2013 scaled.mult_damage( std::min<float>( 15.0f, get_str() ), true );
2014 dam.add( scaled );
2015
2016 tmp.damage = dam;
2017 }
2018
2019 if( tmp.damage.total_damage() > 0.0f ) {
2020 ret.emplace_back( tmp );
2021 } else {
2022 add_msg( m_debug, "%s not procing: zero damage", pr.c_str() );
2023 }
2024 }
2025 }
2026
2027 return ret;
2028}
static damage_instance hardcoded_mutation_attack(const Character &u, const trait_id &id)
Definition: melee.cpp:1897
float total_damage() const
Definition: damage.cpp:75
void add(const damage_instance &added_di)
Definition: damage.cpp:93
std::string attack_text_u
Text printed when the attack is proced by you.
Definition: mutation.h:39
std::set< trait_id > blocker_mutations
Need none of those to qualify for this attack.
Definition: mutation.h:45
std::set< trait_id > required_mutations
Need all of those to qualify for this attack.
Definition: mutation.h:43
int chance
Chance to proc is one_in( chance - dex - unarmed )
Definition: mutation.h:51
body_part bp
If not num_bp, this body part needs to be uncovered for the attack to proc.
Definition: mutation.h:48
damage_instance base_damage
Definition: mutation.h:53
bool hardcoded_effect
Should be true when and only when this attack needs hardcoded handling.
Definition: mutation.h:58
damage_instance strength_damage
Multiplied by strength and added to the above.
Definition: mutation.h:55
std::string attack_text_npc
As above, but for npc.
Definition: mutation.h:41
std::vector< mut_attack > attacks_granted
Attacks granted by this mutation.
Definition: mutation.h:250
std::string text
Definition: character.h:198
damage_instance damage
Definition: character.h:199

References _, damage_instance::add(), add_msg(), mut_attack::attack_text_npc, mut_attack::attack_text_u, mutation_branch::attacks_granted, mut_attack::base_damage, mut_attack::blocker_mutations, mut_attack::bp, mut_attack::chance, special_attack::damage, Creature::disp_name(), exclusive_flag_coverage(), get_dex(), get_mutations(), get_skill_level(), get_str(), mut_attack::hardcoded_effect, hardcoded_mutation_attack(), Creature::is_player(), m_debug, damage_instance::mult_damage(), name, num_bp, mut_attack::required_mutations, cata::hash64_detail::ret, skill_unarmed, mut_attack::strength_damage, string_format(), body_part_set::test(), special_attack::text, damage_instance::total_damage(), and x_in_y().

Referenced by perform_special_attacks().

◆ mutation_chances()

std::map< trait_id, float > Character::mutation_chances ( ) const

Calculate percentage chances for mutations.

Definition at line 742 of file mutation.cpp.

743{
744 bool force_bad = false;
745 const bool force_good = false;
747 force_bad = true;
748 }
749
750 int current_score = genetic_score( *this );
751 // 10/10/10/10 in stats, balanced traits, plus tip
752 int expected_score = 4 * 10 + 6;
753 int direction = expected_score - current_score;
754
755 // Duplicates allowed - they'll increase chances of change
756 std::vector<potential_mutation> potential;
757
758 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
759 const trait_id &base_mutation = traits_iter.id;
760 const mutation_branch &base_mdata = traits_iter;
761 bool thresh_save = base_mdata.threshold;
762 bool prof_save = base_mdata.profession;
763 bool purify_save = !base_mdata.purifiable;
764 bool can_remove = !thresh_save && !prof_save && !purify_save;
765
766 if( has_trait( base_mutation ) ) {
767 for( const trait_id &mutation : base_mdata.replacements ) {
768 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
769 potential.emplace_back( base_mutation, mutation, 3 );
770 }
771 }
772
773 for( const trait_id &mutation : base_mdata.additions ) {
774 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
775 potential.emplace_back( trait_id::NULL_ID(), mutation, 3 );
776 }
777 }
778
779 // Removal or downgrade (if possible)
780 if( can_remove ) {
781 potential.emplace_back( base_mutation, trait_id::NULL_ID(), 2 );
782 }
783 } else {
784 // Addition from nothing
785 // Duplicates addition above, but that's OK, we need to handle dupes anyway
786 if( base_mutation->valid && mutation_ok( base_mutation, force_good, force_bad ) ) {
787 potential.emplace_back( trait_id::NULL_ID(), base_mutation, 1 );
788 }
789 }
790 }
791
792 // We need all mutation categories in here
793 std::map<std::string, int> padded_mut_cat_lvl = mutation_category_level;
794 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
795 for( const std::string &cat : traits_iter.category ) {
796 // Will do nothing if it exists already
797 padded_mut_cat_lvl.insert( std::make_pair( cat, 0 ) );
798 }
799 }
800
801 const std::map<std::string, float> add_weighs =
802 calc_category_weights( padded_mut_cat_lvl, true );
803 const std::map<std::string, float> rem_weighs =
804 calc_category_weights( padded_mut_cat_lvl, false );
805
806 // Not normalized
807 std::map<trait_id, float> chances;
808
809 // Warning: has duplicates
810 for( const potential_mutation &pm : potential ) {
811 int cost_from = pm.from.is_valid() ? pm.from->cost : 0;
812 int cost_to = pm.to.is_valid() ? pm.to->cost : 0;
813 int score_diff = cost_to - cost_from;
814
815 if( pm.to.is_valid() ) {
816 float cat_mod = std::accumulate( pm.to->category.begin(), pm.to->category.end(), 0.0f,
817 [&add_weighs]( float m, const std::string & cat ) {
818 return std::max( m, add_weighs.at( cat ) );
819 } );
820 float c = score_difference_to_chance( direction + score_diff );
821 chances[pm.to] += c * cat_mod;
822 } else if( pm.from.is_valid() ) {
823 float cat_mod = std::accumulate( pm.from->category.begin(), pm.from->category.end(), 0.0f,
824 [&rem_weighs]( float m, const std::string & cat ) {
825 return std::min( m, rem_weighs.at( cat ) );
826 } );
827 float c = score_difference_to_chance( direction - score_diff );
828 chances[pm.from] += c * cat_mod;
829 }
830 }
831
832 return normalized_map( chances );
833}
direction
Definition: line.h:39
constexpr double c
Definition: magic.cpp:1032
static float score_difference_to_chance(float diff)
Definition: mutation.cpp:680
static T normalized_map(const T &ctn)
Definition: mutation.cpp:689
static int genetic_score(const Character &c)
Definition: mutation.cpp:673
static std::map< std::string, float > calc_category_weights(const std::map< std::string, int > &mcl, bool addition)
Definition: mutation.cpp:709
static const std::vector< mutation_branch > & get_all()
All known mutations.
bool purifiable
Definition: mutation.h:81
std::vector< trait_id > additions
Definition: mutation.h:264

References mutation_branch::additions, c, calc_category_weights(), genetic_score(), mutation_branch::get_all(), has_trait(), string_id< T >::id(), mutation_category_level, mutation_ok(), normalized_map(), string_id< mutation_branch >::NULL_ID(), mutation_branch::profession, mutation_branch::purifiable, mutation_branch::replacements, score_difference_to_chance(), mutation_branch::threshold, trait_CHAOTIC_BAD, and mutation_branch::valid.

Referenced by debug_menu::debug(), and mutate().

◆ mutation_effect()

void Character::mutation_effect ( const trait_id mut)

Handles things like removal of armor, etc.

Definition at line 258 of file mutation.cpp.

259{
260 if( mut == trait_GLASSJAW ) {
261 recalc_hp();
262
263 } else if( mut == trait_STR_ALPHA ) {
264 if( str_max < 16 ) {
265 str_max = 8 + str_max / 2;
266 }
267 apply_mods( mut, true );
268 recalc_hp();
269 } else if( mut == trait_DEX_ALPHA ) {
270 if( dex_max < 16 ) {
271 dex_max = 8 + dex_max / 2;
272 }
273 apply_mods( mut, true );
274 } else if( mut == trait_INT_ALPHA ) {
275 if( int_max < 16 ) {
276 int_max = 8 + int_max / 2;
277 }
278 apply_mods( mut, true );
279 } else if( mut == trait_INT_SLIME ) {
280 int_max *= 2; // Now, can you keep it? :-)
281
282 } else if( mut == trait_PER_ALPHA ) {
283 if( per_max < 16 ) {
284 per_max = 8 + per_max / 2;
285 }
286 apply_mods( mut, true );
287 } else {
288 apply_mods( mut, true );
289 }
290
292
293 const auto &branch = mut.obj();
294 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
295 branch.hp_adjustment != 0.0f ) {
296 recalc_hp();
297 }
298
299 remove_worn_items_with( [&]( item & armor ) {
300 static const std::string mutation_safe = "OVERSIZE";
301 if( armor.has_flag( mutation_safe ) ) {
302 return false;
303 }
304 if( !branch.conflicts_with_item( armor ) ) {
305 return false;
306 }
307
309 _( "Your %s is pushed off!" ),
310 _( "<npcname>'s %s is pushed off!" ),
311 armor.tname() );
312 get_map().add_item_or_charges( pos(), armor );
313 return true;
314 } );
315
316 if( branch.starts_active ) {
317 my_mutations[mut].powered = true;
318 }
319
320 on_mutation_gain( mut );
321}
std::list< item > remove_worn_items_with(std::function< bool(item &)> filter)
Similar to remove_items_with, but considers only worn items and not their content (item::contents is ...
Definition: character.cpp:2399
static const trait_id trait_PER_ALPHA("PER_ALPHA")
static const trait_id trait_STR_ALPHA("STR_ALPHA")
static const trait_id trait_GLASSJAW("GLASSJAW")
static const trait_id trait_DEX_ALPHA("DEX_ALPHA")
static const trait_id trait_INT_SLIME("INT_SLIME")
static const trait_id trait_INT_ALPHA("INT_ALPHA")

References _, Creature::add_msg_player_or_npc(), apply_mods(), dex_max, get_map(), item::has_flag(), int_max, m_bad, my_mutations, string_id< T >::obj(), on_mutation_gain(), per_max, pos(), recalc_hp(), recalculate_size(), remove_worn_items_with(), str_max, item::tname(), trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_wear(), set_mutation(), and switch_mutations().

◆ mutation_loss_effect()

void Character::mutation_loss_effect ( const trait_id mut)

Handles what happens when you lose a mutation.

Definition at line 323 of file mutation.cpp.

324{
325 if( mut == trait_GLASSJAW ) {
326 recalc_hp();
327
328 } else if( mut == trait_STR_ALPHA ) {
329 apply_mods( mut, false );
330 if( str_max < 16 ) {
331 str_max = 2 * ( str_max - 8 );
332 }
333 recalc_hp();
334 } else if( mut == trait_DEX_ALPHA ) {
335 apply_mods( mut, false );
336 if( dex_max < 16 ) {
337 dex_max = 2 * ( dex_max - 8 );
338 }
339 } else if( mut == trait_INT_ALPHA ) {
340 apply_mods( mut, false );
341 if( int_max < 16 ) {
342 int_max = 2 * ( int_max - 8 );
343 }
344 } else if( mut == trait_INT_SLIME ) {
345 int_max /= 2; // In case you have a freak accident with the debug menu ;-)
346
347 } else if( mut == trait_PER_ALPHA ) {
348 apply_mods( mut, false );
349 if( per_max < 16 ) {
350 per_max = 2 * ( per_max - 8 );
351 }
352 } else {
353 apply_mods( mut, false );
354 }
355
357
358 const auto &branch = mut.obj();
359 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
360 branch.hp_adjustment != 0.0f ) {
361 recalc_hp();
362 }
363
364 on_mutation_loss( mut );
365}
void on_mutation_loss(const trait_id &mid)
Called when a mutation is lost.
Definition: character.cpp:9808

References apply_mods(), dex_max, int_max, string_id< T >::obj(), on_mutation_loss(), per_max, recalc_hp(), recalculate_size(), str_max, trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_takeoff(), switch_mutations(), and unset_mutation().

◆ mutation_ok()

bool Character::mutation_ok ( const trait_id mutation,
bool  force_good,
bool  force_bad 
) const

Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing.

Definition at line 629 of file mutation.cpp.

630{
631 if( !is_category_allowed( mutation->category ) ) {
632 return false;
633 }
634 if( mutation_branch::trait_is_blacklisted( mutation ) ) {
635 return false;
636 }
637 if( has_trait( mutation ) || has_child_flag( mutation ) ) {
638 // We already have this mutation or something that replaces it.
639 return false;
640 }
641
642 for( const bionic_id &bid : get_bionics() ) {
643 for( const trait_id &mid : bid->canceled_mutations ) {
644 if( mid == mutation ) {
645 return false;
646 }
647 }
648 }
649
650 const mutation_branch &mdata = mutation.obj();
651 if( force_bad && mdata.points > 0 ) {
652 // This is a good mutation, and we're due for a bad one.
653 return false;
654 }
655
656 if( force_good && mdata.points < 0 ) {
657 // This is a bad mutation, and we're due for a good one.
658 return false;
659 }
660
661 return true;
662}
bool is_category_allowed(const std::vector< std::string > &category) const
Returns true if this category of mutation is allowed.
Definition: mutation.cpp:373
std::vector< std::string > category
Definition: mutation.h:265
static bool trait_is_blacklisted(const trait_id &tid)
Check if the trait with the given ID is blacklisted.

References mutation_branch::category, get_bionics(), has_child_flag(), has_trait(), is_category_allowed(), string_id< T >::obj(), mutation_branch::points, and mutation_branch::trait_is_blacklisted().

Referenced by mutate_category(), mutation_chances(), and old_mutate().

◆ mutation_spend_resources()

void Character::mutation_spend_resources ( const trait_id mut)

Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation).

Definition at line 1713 of file mutation.cpp.

1714{
1715 const mutation_branch &mdata = mut.obj();
1716 char_trait_data &tdata = my_mutations[mut];
1717 int cost = mdata.cost;
1718 if( tdata.powered && tdata.charge > 0 ) {
1719 // Already-on units just lose a bit of charge
1720 tdata.charge--;
1721 } else {
1722 // Not-on units, or those with zero charge, have to pay the power cost
1723 if( mdata.cooldown > 0 ) {
1724 tdata.charge = mdata.cooldown - 1;
1725 }
1726 if( mdata.hunger ) {
1727 // burn some energy
1728 mod_stored_kcal( -cost * 6 );
1729 }
1730 if( mdata.thirst ) {
1731 mod_thirst( cost );
1732 }
1733 if( mdata.fatigue ) {
1734 mod_fatigue( cost );
1735 }
1736
1737 // Handle stat changes from activation
1738 apply_mods( mut, true );
1740 }
1741}
int charge
Time (in turns) until the mutation increase hunger/thirst/fatigue according to its cost (mutation_bra...
Definition: character.h:219

References apply_mods(), char_trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, mutation_branch::fatigue, mutation_branch::hunger, mod_fatigue(), mod_stored_kcal(), mod_thirst(), my_mutations, string_id< T >::obj(), char_trait_data::powered, recalc_sight_limits(), and mutation_branch::thirst.

Referenced by activate_mutation(), iexamine::ledge(), and game::vertical_move().

◆ mutation_value()

float Character::mutation_value ( const std::string &  val) const

Goes over all mutations, gets min and max of a value with given name.

Returns
min( 0, lowest ) + max( 0, highest )

Definition at line 6663 of file character.cpp.

6664{
6665 // Syntax similar to tuple get<n>()
6666 const auto found = mutation_value_map.find( val );
6667
6668 if( found == mutation_value_map.end() ) {
6669 debugmsg( "Invalid mutation value name %s", val );
6670 return 0.0f;
6671 } else {
6672 return found->second( cached_mutations );
6673 }
6674}
static const std::map< std::string, std::function< float(std::vector< const mutation_branch * >)> > mutation_value_map
Definition: character.cpp:6625

References cached_mutations, debugmsg, and mutation_value_map.

Referenced by attack_cost(), calc_needs_rates(), draw_speed_tab(), get_stamina_max(), healing_rate(), healing_rate_medicine(), hearing_ability(), is_immune_effect(), known_magic::mana_regen_rate(), known_magic::max_mana(), mend(), metabolic_rate_base(), overmap_sight_range(), read_speed(), recalc_hp(), recalc_speed_bonus(), regen(), reset_stats(), run_cost(), rust_rate(), swim_speed(), update_stamina(), visibility(), game::walk_move(), and weight_capacity().

◆ natural_attack_restricted_on()

bool Character::natural_attack_restricted_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag.

Definition at line 1897 of file character.cpp.

1898{
1899 for( const item &i : worn ) {
1900 if( i.covers( bp->token ) && !i.has_flag( "ALLOWS_NATURAL_ATTACKS" ) &&
1901 !i.has_flag( "SEMITANGIBLE" ) &&
1902 !i.has_flag( "PERSONAL" ) && !i.has_flag( "AURA" ) ) {
1903 return true;
1904 }
1905 }
1906 return false;
1907}

References worn.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ nearby()

std::vector< item_location > Character::nearby ( const std::function< bool(const item *, const item *)> &  func,
int  radius = 1 
) const

Returns nearby items which match the provided predicate.

Definition at line 2304 of file character.cpp.

2306{
2307 std::vector<item_location> res;
2308
2309 visit_items( [&]( const item * e, const item * parent ) {
2310 if( func( e, parent ) ) {
2311 res.emplace_back( const_cast<Character &>( *this ), const_cast<item *>( e ) );
2312 }
2313 return VisitResponse::NEXT;
2314 } );
2315
2316 for( const auto &cur : map_selector( pos(), radius ) ) {
2317 cur.visit_items( [&]( const item * e, const item * parent ) {
2318 if( func( e, parent ) ) {
2319 res.emplace_back( cur, const_cast<item *>( e ) );
2320 }
2321 return VisitResponse::NEXT;
2322 } );
2323 }
2324
2325 for( const auto &cur : vehicle_selector( pos(), radius ) ) {
2326 cur.visit_items( [&]( const item * e, const item * parent ) {
2327 if( func( e, parent ) ) {
2328 res.emplace_back( cur, const_cast<item *>( e ) );
2329 }
2330 return VisitResponse::NEXT;
2331 } );
2332 }
2333
2334 return res;
2335}

References NEXT, pos(), and visitable< Character >::visit_items().

Referenced by bandolier_actor::reload(), and npc::within_boundaries_of_camp().

◆ normalize()

void Character::normalize ( )
overridevirtual

Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own!

Reimplemented from Creature.

Reimplemented in player.

Definition at line 3527 of file character.cpp.

3528{
3530
3531 martial_arts_data->reset_style();
3533
3534 set_body();
3535 recalc_hp();
3536}
virtual void normalize()
Recreates the Creature from scratch.
Definition: creature.cpp:121

References martial_arts_data, Creature::normalize(), recalc_hp(), Creature::set_body(), calendar::start_of_cataclysm, and weapon.

Referenced by player::normalize().

◆ nutrition_for()

int Character::nutrition_for ( const item comest) const

Handles the nutrition value for a comestible.

Definition at line 460 of file consumption.cpp.

461{
463}
static constexpr float kcal_per_nutr
1 nutr ~= 8.7kcal (1 nutr/5min = 288 nutr/day at 2500kcal/day)
Definition: itype.h:180
int kcal
amount of kcal this food has
Definition: stomach.h:18

References compute_effective_nutrients(), nutrients::kcal, and islot_comestible::kcal_per_nutr.

Referenced by iuse::blech(), consume_effects(), npc::decide_needs(), player::eat(), iuse::plantblech(), and npc::value().

◆ old_mutate()

void Character::old_mutate ( )
private

Definition at line 877 of file mutation.cpp.

878{
879 bool force_bad = one_in( 3 );
880 bool force_good = false;
881 if( has_trait( trait_ROBUST ) && force_bad ) {
882 // Robust Genetics gives you a 33% chance for a good mutation,
883 // instead of the 33% chance of a bad one.
884 force_bad = false;
885 force_good = true;
886 }
888 force_bad = true;
889 force_good = false;
890 }
891
892 // Determine the highest mutation category
893 std::string cat = get_highest_category();
894
895 if( !is_category_allowed( cat ) ) {
896 cat.clear();
897 }
898
899 // See if we should upgrade/extend an existing mutation...
900 std::vector<trait_id> upgrades;
901
902 // ... or remove one that is not in our highest category
903 std::vector<trait_id> downgrades;
904
905 // For each mutation...
906 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
907 const trait_id &base_mutation = traits_iter.id;
908 const mutation_branch &base_mdata = traits_iter;
909 bool thresh_save = base_mdata.threshold;
910 bool prof_save = base_mdata.profession;
911 // are we unpurifiable? (saved from mutating away)
912 bool purify_save = !base_mdata.purifiable;
913
914 // ...that we have...
915 if( has_trait( base_mutation ) ) {
916 // ...consider the mutations that replace it.
917 for( const trait_id &mutation : base_mdata.replacements ) {
918 bool valid_ok = mutation->valid;
919
920 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
921 ( valid_ok ) ) {
922 upgrades.push_back( mutation );
923 }
924 }
925
926 // ...consider the mutations that add to it.
927 for( const trait_id &mutation : base_mdata.additions ) {
928 bool valid_ok = mutation->valid;
929
930 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
931 ( valid_ok ) ) {
932 upgrades.push_back( mutation );
933 }
934 }
935
936 // ...consider whether its in our highest category
937 if( has_trait( base_mutation ) && !has_base_trait( base_mutation ) ) {
938 // Starting traits don't count toward categories
939 std::vector<trait_id> group = mutations_category[cat];
940 bool in_cat = false;
941 for( const trait_id &elem : group ) {
942 if( elem == base_mutation ) {
943 in_cat = true;
944 break;
945 }
946 }
947
948 // mark for removal
949 // no removing Thresholds/Professions this way!
950 // unpurifiable traits also cannot be purified
951 if( !in_cat && !thresh_save && !prof_save && !purify_save ) {
952 if( one_in( 4 ) ) {
953 downgrades.push_back( base_mutation );
954 }
955 }
956 }
957 }
958 }
959
960 // Preliminary round to either upgrade or remove existing mutations
961 if( one_in( 2 ) ) {
962 if( !upgrades.empty() ) {
963 // (upgrade count) chances to pick an upgrade, 4 chances to pick something else.
964 size_t roll = rng( 0, upgrades.size() + 4 );
965 if( roll < upgrades.size() ) {
966 // We got a valid upgrade index, so use it and return.
967 mutate_towards( upgrades[roll] );
968 return;
969 }
970 }
971 } else {
972 // Remove existing mutations that don't fit into our category
973 if( !downgrades.empty() && !cat.empty() ) {
974 size_t roll = rng( 0, downgrades.size() + 4 );
975 if( roll < downgrades.size() ) {
976 remove_mutation( downgrades[roll] );
977 return;
978 }
979 }
980 }
981
982 std::vector<trait_id> valid; // Valid mutations
983 bool first_pass = true;
984
985 do {
986 // If we tried once with a non-NULL category, and couldn't find anything valid
987 // there, try again with empty category
988 // CHAOTIC_BAD lets the game pull from any category by default
989 if( !first_pass || has_trait( trait_CHAOTIC_BAD ) ) {
990 cat.clear();
991 }
992
993 if( cat.empty() ) {
994 // Pull the full list
995 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
996 if( traits_iter.valid && is_category_allowed( traits_iter.category ) ) {
997 valid.push_back( traits_iter.id );
998 }
999 }
1000 } else {
1001 // Pull the category's list
1002 valid = mutations_category[cat];
1003 }
1004
1005 // Remove anything we already have, that we have a child of, or that
1006 // goes against our intention of a good/bad mutation
1007 for( size_t i = 0; i < valid.size(); i++ ) {
1008 if( ( !mutation_ok( valid[i], force_good, force_bad ) ) ||
1009 ( !valid[i]->valid ) ) {
1010 valid.erase( valid.begin() + i );
1011 i--;
1012 }
1013 }
1014
1015 if( valid.empty() ) {
1016 // So we won't repeat endlessly
1017 first_pass = false;
1018 }
1019 } while( valid.empty() && !cat.empty() );
1020
1021 if( valid.empty() ) {
1022 // Couldn't find anything at all!
1023 return;
1024 }
1025
1026 if( mutate_towards( random_entry( valid ) ) ) {
1027 return;
1028 } else {
1029 // if mutation failed (errors, post-threshold pick), try again once.
1030 mutate_towards( random_entry( valid ) );
1031 }
1032}
group
Definition: sounds.h:125

References mutation_branch::additions, mutation_branch::get_all(), get_highest_category(), has_base_trait(), has_trait(), string_id< T >::id(), is_category_allowed(), mutate_towards(), mutation_ok(), mutations_category, one_in(), mutation_branch::profession, mutation_branch::purifiable, random_entry(), remove_mutation(), mutation_branch::replacements, rng(), mutation_branch::threshold, trait_CHAOTIC_BAD, trait_ROBUST, and mutation_branch::valid.

Referenced by mutate().

◆ on_damage_of_type()

void Character::on_damage_of_type ( int  adjusted_damage,
damage_type  type,
const bodypart_id bp 
)
overrideprotectedvirtual

Reimplemented from Creature.

Definition at line 4507 of file character.cpp.

4508{
4509 // Electrical damage has a chance to temporarily incapacitate bionics in the damaged body_part.
4510 if( type == DT_ELECTRIC ) {
4511 const time_duration min_disable_time = 10_turns * adjusted_damage;
4512 for( bionic &i : *my_bionics ) {
4513 if( !i.powered ) {
4514 // Unpowered bionics are protected from power surges.
4515 continue;
4516 }
4517 const auto &info = i.info();
4518 if( info.has_flag( STATIC( flag_str_id( "BIONIC_SHOCKPROOF" ) ) )
4519 || info.has_flag( STATIC( flag_str_id( "BIONIC_FAULTY" ) ) ) ) {
4520 continue;
4521 }
4522 const std::map<bodypart_str_id, int> &bodyparts = info.occupied_bodyparts;
4523 if( bodyparts.find( bp.id() ) != bodyparts.end() ) {
4524 const int bp_hp = get_part_hp_cur( bp );
4525 // The chance to incapacitate is as high as 50% if the attack deals damage equal to one third of the body part's current health.
4526 if( x_in_y( adjusted_damage * 3, bp_hp ) && one_in( 2 ) ) {
4527 if( i.incapacitated_time == 0_turns ) {
4528 add_msg_if_player( m_bad, _( "Your %s bionic shorts out!" ), info.name );
4529 }
4530 i.incapacitated_time += rng( min_disable_time, 10 * min_disable_time );
4531 }
4532 }
4533 }
4534 }
4535}
#define STATIC(expr)
The purpose of this macro is to provide a concise syntax for creation of inline literals (std::string...
Definition: make_static.h:24
string_id< json_flag > flag_str_id
Definition: type_id.h:210

References _, Creature::add_msg_if_player(), DT_ELECTRIC, Creature::get_part_hp_cur(), int_id< T >::id(), m_bad, my_bionics, one_in(), rng(), STATIC, type, and x_in_y().

◆ on_effect_int_change()

void Character::on_effect_int_change ( const efftype_id effect_type,
int  intensity,
const bodypart_str_id bp 
)
overridevirtual

Called when effect intensity has been changed.

Reimplemented from Creature.

Definition at line 9787 of file character.cpp.

9789{
9790 // Adrenaline can reduce perceived pain (or increase it when you enter comedown).
9791 // See @ref get_perceived_pain()
9793 // Note that calling this does no harm if it wasn't changed.
9794 on_stat_change( "perceived_pain", get_perceived_pain() );
9795 }
9796
9797 morale->on_effect_int_change( effect_type, intensity, bp );
9798}

References effect_adrenaline, get_perceived_pain(), morale, and on_stat_change().

Referenced by load().

◆ on_hit()

void Character::on_hit ( Creature source,
bodypart_id  bp_hit,
float  difficulty,
dealt_projectile_attack const *  proj 
)
overridevirtual

This creature just got hit by an attack - possibly special/ranged attack - from source.

Players should train dodge, possibly counter-attack somehow.

Implements Creature.

Reimplemented in player.

Definition at line 8302 of file character.cpp.

8304{
8305 enchantment_cache->cast_hit_me( *this, source );
8306}

References enchantment_cache.

Referenced by melee_attack(), and player::on_hit().

◆ on_hurt()

void Character::on_hurt ( Creature source,
bool  disturb = true 
)

Handles effects that happen when the player is damaged and aware of the fact.

Definition at line 8602 of file character.cpp.

8603{
8605 ( get_part_hp_cur( bodypart_id( "head" ) ) < 25 ||
8606 get_part_hp_cur( bodypart_id( "torso" ) ) < 15 ) ) {
8607 add_effect( effect_adrenaline, 20_minutes );
8608 }
8609
8610 if( disturb ) {
8612 wake_up();
8613 }
8614 if( !is_npc() && !has_effect( effect_narcosis ) ) {
8615 if( source != nullptr ) {
8616 g->cancel_activity_or_ignore_query( distraction_type::attacked,
8617 string_format( _( "You were attacked by %s!" ),
8618 source->disp_name() ) );
8619 } else {
8620 g->cancel_activity_or_ignore_query( distraction_type::attacked, _( "You were hurt!" ) );
8621 }
8622 }
8623 }
8624}
static const trait_id trait_ADRENALINE("ADRENALINE")

References _, Creature::add_effect(), attacked, Creature::disp_name(), effect_adrenaline, effect_narcosis, effect_sleep, g, Creature::get_part_hp_cur(), Creature::has_effect(), has_trait(), Creature::is_npc(), string_format(), trait_ADRENALINE, and wake_up().

Referenced by apply_damage(), deal_damage(), and hurtall().

◆ on_item_takeoff()

void Character::on_item_takeoff ( const item it)

Called when an item is taken off.

Definition at line 9774 of file character.cpp.

9775{
9776 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9777 mutation_loss_effect( mut );
9780 if( get_stamina() > get_stamina_max() ) {
9782 }
9783 }
9784 morale->on_item_takeoff( it );
9785}
void mutation_loss_effect(const trait_id &mut)
Handles what happens when you lose a mutation.
Definition: mutation.cpp:323
std::vector< trait_id > mutations_from_wearing(const Character &guy) const
Definition: item.cpp:8956

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_loss_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by item::on_takeoff().

◆ on_item_wear()

void Character::on_item_wear ( const item it)

Called when an item is worn.

Definition at line 9759 of file character.cpp.

9760{
9761 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9762 mutation_effect( mut );
9765
9766 // If the stamina is higher than the max (Languorous), set it back to max
9767 if( get_stamina() > get_stamina_max() ) {
9769 }
9770 }
9771 morale->on_item_wear( it );
9772}
void mutation_effect(const trait_id &mut)
Handles things like removal of armor, etc.
Definition: mutation.cpp:258

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by debug_menu::character_edit_menu(), load(), and item::on_wear().

◆ on_mutation_gain()

void Character::on_mutation_gain ( const trait_id mid)

Called when a mutation is gained.

Definition at line 9800 of file character.cpp.

9801{
9802 morale->on_mutation_gain( mid );
9803 magic->on_mutation_gain( mid, *this );
9804 update_type_of_scent( mid );
9805 recalculate_enchantment_cache(); // mutations can have enchantments
9806}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by add_bionic(), known_magic::learn_spell(), load(), and mutation_effect().

◆ on_mutation_loss()

void Character::on_mutation_loss ( const trait_id mid)

Called when a mutation is lost.

Definition at line 9808 of file character.cpp.

9809{
9810 morale->on_mutation_loss( mid );
9811 magic->on_mutation_loss( mid );
9812 update_type_of_scent( mid, false );
9813 recalculate_enchantment_cache(); // mutations can have enchantments
9814}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by mutation_loss_effect().

◆ on_stat_change()

void Character::on_stat_change ( const std::string &  stat,
int  value 
)
overridevirtual

Called when a stat is changed.

Reimplemented from Creature.

Definition at line 9816 of file character.cpp.

9817{
9818 morale->on_stat_change( stat, value );
9819}

References morale.

Referenced by load(), on_effect_int_change(), set_fatigue(), set_pain(), set_painkiller(), and set_thirst().

◆ on_worn_item_washed()

void Character::on_worn_item_washed ( const item it)

Called when an item is washed.

Definition at line 9752 of file character.cpp.

9753{
9754 if( is_worn( it ) ) {
9755 morale->on_worn_item_washed( it );
9756 }
9757}

References is_worn(), and morale.

Referenced by wash_activity_actor::finish().

◆ operator=() [1/2]

Character & Character::operator= ( Character &&  )
protecteddefault

◆ operator=() [2/2]

Character & Character::operator= ( const Character )
delete

◆ overmap_los()

bool Character::overmap_los ( const tripoint_abs_omt omt,
int  sight_points 
)

Returns true if overmap tile is within player line-of-sight.

Definition at line 755 of file character.cpp.

756{
758 const point_rel_omt offset = omt.xy() - ompos.xy();
759 if( offset.x() < -sight_points || offset.x() > sight_points ||
760 offset.y() < -sight_points || offset.y() > sight_points ) {
761 // Outside maximum sight range
762 return false;
763 }
764
765 // TODO: fix point types
766 const std::vector<tripoint> line = line_to( ompos.raw(), omt.raw(), 0, 0 );
767 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) {
768 const tripoint &pt = line[i];
769 const oter_id &ter = overmap_buffer.ter( tripoint_abs_omt( pt ) );
770 sight_points -= static_cast<int>( ter->get_see_cost() );
771 if( sight_points < 0 ) {
772 return false;
773 }
774 }
775 return true;
776}
constexpr auto & x()
Definition: coordinates.h:118
constexpr Point & raw()
Definition: coordinates.h:111
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
constexpr scale omt
Definition: coordinates.h:32
unsigned char get_see_cost() const
Definition: omdata.h:230

References oter_t::get_see_cost(), global_omt_location(), line(), line_to(), coords::omt, overmap_buffer, coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::ter(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), and coords::coord_point< Point, Origin, Scale >::y().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), and overmap_ui::draw_overmap_chunk().

◆ overmap_sight_range()

int Character::overmap_sight_range ( int  light_level) const

Returns the distance the player can see on the overmap.

Definition at line 778 of file character.cpp.

779{
780 int sight = sight_range( light_level );
781 if( sight < SEEX ) {
782 return 0;
783 }
784 if( sight <= SEEX * 4 ) {
785 return ( sight / ( SEEX / 2 ) );
786 }
787
788 sight = 6;
789 // The higher your perception, the farther you can see.
790 sight += static_cast<int>( get_per() / 2 );
791 // The higher up you are, the farther you can see.
792 sight += std::max( 0, posz() ) * 2;
793 // Mutations like Scout and Topographagnosia affect how far you can see.
794 sight += mutation_value( "overmap_sight" );
795
796 float multiplier = mutation_value( "overmap_multiplier" );
797 // Binoculars double your sight range.
798 const bool has_optic = ( has_item_with_flag( "ZOOM" ) || has_bionic( bio_eye_optic ) ||
799 ( is_mounted() &&
800 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) );
801 if( has_optic ) {
802 multiplier += 1;
803 }
804
805 sight = std::round( sight * multiplier );
806 return std::max( sight, 3 );
807}
static const bionic_id bio_eye_optic("bio_eye_optic")
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:726
static constexpr int SEEX
@ MF_MECH_RECON_VISION
Definition: mtype.h:117

References bio_eye_optic, get_per(), has_bionic(), has_item_with_flag(), is_mounted(), MF_MECH_RECON_VISION, mounted_creature, mutation_value(), posz(), SEEX, and sight_range().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), overmap_ui::draw_overmap_chunk(), and game::update_overmap_seen().

◆ passive_absorb_hit()

void Character::passive_absorb_hit ( const bodypart_id bp,
damage_unit du 
) const

Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.

Only flat bonuses are checked here. Multiplicative ones are checked in player::absorb_hit. The damage amount will never be reduced to less than 0. This is called from player::absorb_hit

Definition at line 7957 of file character.cpp.

7958{
7959 // >0 check because some mutations provide negative armor
7960 // Thin skin check goes before subdermal armor plates because SUBdermal
7961 if( du.amount > 0.0f ) {
7962 // HACK: Get rid of this as soon as CUT and STAB are split
7963 if( du.type == DT_STAB ) {
7964 damage_unit du_copy = du;
7965 du_copy.type = DT_CUT;
7966 du.amount -= mutation_armor( bp, du_copy );
7967 } else {
7968 du.amount -= mutation_armor( bp, du );
7969 }
7970 }
7971 du.amount -= bionic_armor_bonus( bp, du.type ); //Check for passive armor bionics
7972 du.amount -= mabuff_armor_bonus( du.type );
7973 du.amount = std::max( 0.0f, du.amount );
7974}
int mabuff_armor_bonus(damage_type type) const
Returns the armor bonus against given type from martial arts buffs.
float bionic_armor_bonus(const bodypart_id &bp, damage_type dt) const
Check for passive bionics that provide armor, and returns the armor bonus This is called from player:...
Definition: character.cpp:8262

References damage_unit::amount, bionic_armor_bonus(), DT_CUT, DT_STAB, mabuff_armor_bonus(), mutation_armor(), and damage_unit::type.

Referenced by absorb_hit(), and player::immune_to().

◆ passive_power_gen()

void Character::passive_power_gen ( bionic bio)

Passively produce power from PERPETUAL fuel.

Definition at line 1308 of file bionics.cpp.

1309{
1310 const float passive_fuel_efficiency = bio.info().passive_fuel_efficiency;
1311 if( bio.info().fuel_opts.empty() || bio.is_this_fuel_powered( fuel_type_muscle ) ||
1312 passive_fuel_efficiency == 0.0 ) {
1313 return;
1314 }
1315 const float effective_passive_efficiency = get_effective_efficiency( bio, passive_fuel_efficiency );
1316 const std::vector<itype_id> &fuel_available = get_fuel_available( bio.id );
1317 map &here = get_map();
1318
1319 for( const itype_id &fuel : fuel_available ) {
1320 const item &tmp_fuel = item( fuel );
1321 const int fuel_energy = tmp_fuel.fuel_energy();
1322 if( !tmp_fuel.has_flag( flag_PERPETUAL ) ) {
1323 continue;
1324 }
1325
1326 if( fuel == fuel_type_sun_light ) {
1327 const double modifier = g->natural_light_level( pos().z ) / default_daylight_level();
1328 mod_power_level( units::from_kilojoule( fuel_energy ) * modifier * effective_passive_efficiency );
1329 } else if( fuel == fuel_type_wind ) {
1330 int vehwindspeed = 0;
1331 const optional_vpart_position vp = here.veh_at( pos() );
1332 if( vp ) {
1333 // vehicle velocity in mph
1334 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1335 }
1337 const double windpower = get_local_windpower( weather.windspeed + vehwindspeed,
1338 overmap_buffer.ter( global_omt_location() ), pos(), weather.winddirection,
1339 g->is_sheltered( pos() ) );
1340 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_passive_efficiency );
1341 } else {
1342 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_passive_efficiency );
1343 }
1344
1345 heat_emission( bio, fuel_energy );
1346 if( bio.info().power_gen_emission ) {
1347 here.emit_field( pos(), bio.info().power_gen_emission );
1348 }
1349 }
1350}
float passive_fuel_efficiency
Fraction of fuel energy passively converted to bionic power.
Definition: bionics.h:69

References default_daylight_level(), map::emit_field(), flag_PERPETUAL(), units::from_kilojoule(), item::fuel_energy(), bionic_data::fuel_opts, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_map(), get_weather(), global_omt_location(), item::has_flag(), heat_emission(), bionic::id, bionic::info(), bionic::is_this_fuel_powered(), mod_power_level(), overmap_buffer, bionic_data::passive_fuel_efficiency, pos(), bionic_data::power_gen_emission, overmapbuffer::ter(), and map::veh_at().

Referenced by process_bionic().

◆ perform_install()

void Character::perform_install ( bionic_id  bid,
bionic_id  upbid,
int  difficulty,
int  success,
int  pl_skill,
const std::string &  installer_name,
const std::vector< trait_id > &  trait_to_rem 
)

Success or failure of installation happens here.

Definition at line 2306 of file bionics.cpp.

2309{
2310
2311 g->events().send<event_type::installs_cbm>( getID(), bid );
2312 if( upbid != bionic_id( "" ) ) {
2313 remove_bionic( upbid );
2314 //~ %1$s - name of the bionic to be upgraded (inferior), %2$s - name of the upgraded bionic (superior).
2315 add_msg( m_good, _( "Upgraded %1$s to %2$s." ),
2316 upbid.obj().name, bid.obj().name );
2317 } else {
2318 //~ %s - name of the bionic.
2319 add_msg( m_good, _( "Installed %s." ), bid.obj().name );
2320 }
2321
2322 add_bionic( bid );
2323
2324 if( !trait_to_rem.empty() ) {
2325 for( const trait_id &tid : trait_to_rem ) {
2326 if( has_trait( tid ) ) {
2327 remove_mutation( tid );
2328 }
2329 }
2330 }
2331 if( success <= 0 ) {
2332 g->events().send<event_type::fails_to_install_cbm>( getID(), bid );
2333
2334 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2335 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2336 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2337 ( 10.0 ) );
2338 bionics_install_failure( installer_name, difficulty, success, adjusted_skill );
2339 }
2340 get_map().invalidate_map_cache( g->get_levz() );
2341}
void remove_bionic(const bionic_id &b)
Removes a bionic from my_bionics[].
Definition: bionics.cpp:2569
void bionics_install_failure(const std::string &installer, int difficulty, int success, float adjusted_skill)
Definition: bionics.cpp:2383
void invalidate_map_cache(const int zlev)
Definition: map.h:470
@ fails_to_install_cbm

References _, add_bionic(), add_msg(), bionic_id, bionics_install_failure(), fails_to_install_cbm, g, get_map(), getID(), has_trait(), installs_cbm, map::invalidate_map_cache(), m_good, bionic_data::name, string_id< T >::obj(), remove_bionic(), remove_mutation(), and behavior::success.

Referenced by install_bionics(), and activity_handlers::operation_do_turn().

◆ perform_special_attacks()

void Character::perform_special_attacks ( Creature t,
dealt_damage_instance dealt_dam 
)

Performs special attacks and their effects (poisonous, stinger, etc.)

Definition at line 1782 of file melee.cpp.

1783{
1784 std::vector<special_attack> special_attacks = mutation_attacks( t );
1785
1786 bool practiced = false;
1787 for( const auto &att : special_attacks ) {
1788 if( t.is_dead_state() ) {
1789 break;
1790 }
1791
1792 // TODO: Make this hit roll use unarmed skill, not weapon skill + weapon to_hit
1793 int hit_spread = t.deal_melee_attack( this, hit_roll() * 0.8 );
1794 if( hit_spread >= 0 ) {
1795 t.deal_melee_hit( this, hit_spread, false, att.damage, dealt_dam );
1796 if( !practiced ) {
1797 // Practice unarmed, at most once per combo
1798 practiced = true;
1799 as_player()->practice( skill_unarmed, rng( 0, 10 ) );
1800 }
1801 }
1802 int dam = dealt_dam.total_damage();
1803 if( dam > 0 ) {
1804 player_hit_message( this, att.text, t, dam );
1805 }
1806 }
1807}
std::vector< special_attack > mutation_attacks(Creature &t) const
Returns a vector of valid mutation attacks.
Definition: melee.cpp:1951

References Creature::as_player(), Creature::deal_melee_attack(), Creature::deal_melee_hit(), hit_roll(), Creature::is_dead_state(), mutation_attacks(), player_hit_message(), player::practice(), rng(), skill_unarmed, and dealt_damage_instance::total_damage().

Referenced by melee_attack().

◆ perform_technique()

void Character::perform_technique ( const ma_technique technique,
Creature t,
damage_instance di,
int &  move_cost 
)
Intelligence slightly increases chance to learn techniques when using CQB bionic

Definition at line 1361 of file melee.cpp.

1363{
1364 add_msg( m_debug, "dmg before tec:" );
1365 print_damage_info( di );
1366
1367 for( damage_unit &du : di.damage_units ) {
1368 // TODO: Allow techniques to add more damage types to attacks
1369 if( du.amount <= 0 ) {
1370 continue;
1371 }
1372
1373 du.amount += technique.damage_bonus( *this, du.type );
1374 du.damage_multiplier *= technique.damage_multiplier( *this, du.type );
1375 du.res_pen += technique.armor_penetration( *this, du.type );
1376 }
1377
1378 add_msg( m_debug, "dmg after tec:" );
1379 print_damage_info( di );
1380
1381 move_cost *= technique.move_cost_multiplier( *this );
1382 move_cost += technique.move_cost_penalty( *this );
1383
1384 if( technique.down_dur > 0 ) {
1385 t.add_effect( effect_downed, rng( 1_turns, time_duration::from_turns( technique.down_dur ) ) );
1387 if( bash.amount > 0 ) {
1388 bash.amount += 3;
1389 }
1390 }
1391
1392 if( technique.side_switch ) {
1393 const tripoint b = t.pos();
1394 int newx;
1395 int newy;
1396
1397 if( b.x > posx() ) {
1398 newx = posx() - 1;
1399 } else if( b.x < posx() ) {
1400 newx = posx() + 1;
1401 } else {
1402 newx = b.x;
1403 }
1404
1405 if( b.y > posy() ) {
1406 newy = posy() - 1;
1407 } else if( b.y < posy() ) {
1408 newy = posy() + 1;
1409 } else {
1410 newy = b.y;
1411 }
1412
1413 const tripoint &dest = tripoint( newx, newy, b.z );
1414 if( g->is_empty( dest ) ) {
1415 t.setpos( dest );
1416 }
1417 }
1418
1419 if( technique.stun_dur > 0 && !technique.powerful_knockback ) {
1420 t.add_effect( effect_stunned, rng( 1_turns, time_duration::from_turns( technique.stun_dur ) ) );
1421 }
1422
1423 if( technique.knockback_dist ) {
1424 const tripoint prev_pos = t.pos(); // track target startpoint for knockback_follow
1425 const int kb_offset_x = rng( -technique.knockback_spread, technique.knockback_spread );
1426 const int kb_offset_y = rng( -technique.knockback_spread, technique.knockback_spread );
1427 tripoint kb_point( posx() + kb_offset_x, posy() + kb_offset_y, posz() );
1428 for( int dist = rng( 1, technique.knockback_dist ); dist > 0; dist-- ) {
1429 t.knock_back_from( kb_point );
1430 }
1431 // This technique makes the player follow into the tile the target was knocked from
1432 if( technique.knockback_follow ) {
1433 const optional_vpart_position vp0 = g->m.veh_at( pos() );
1434 vehicle *const veh0 = veh_pointer_or_null( vp0 );
1435 bool to_swimmable = g->m.has_flag( "SWIMMABLE", prev_pos );
1436 bool to_deepwater = g->m.has_flag( TFLAG_DEEP_WATER, prev_pos );
1437
1438 // Check if it's possible to move to the new tile
1439 bool move_issue =
1440 g->is_dangerous_tile( prev_pos ) || // Tile contains fire, etc
1441 ( to_swimmable && to_deepwater ) || // Dive into deep water
1442 is_mounted() ||
1443 ( veh0 != nullptr && std::abs( veh0->velocity ) > 100 ) || // Diving from moving vehicle
1444 ( veh0 != nullptr && veh0->player_in_control( g->u ) ) || // Player is driving
1446
1447 if( !move_issue ) {
1448 if( t.pos() != prev_pos ) {
1449 g->place_player( prev_pos );
1450 g->on_move_effects();
1451 }
1452 }
1453 }
1454 }
1455
1456 player *p = dynamic_cast<player *>( &t );
1457
1458 if( technique.take_weapon && !has_weapon() && p != nullptr && p->is_armed() ) {
1459 if( p->is_player() ) {
1460 add_msg_if_npc( _( "<npcname> disarms you and takes your weapon!" ) );
1461 } else {
1462 add_msg_player_or_npc( _( "You disarm %s and take their weapon!" ),
1463 _( "<npcname> disarms %s and takes their weapon!" ),
1464 p->name );
1465 }
1466 item it = p->remove_weapon();
1467 wield( it );
1468 }
1469
1470 if( technique.disarms && p != nullptr && p->is_armed() ) {
1471 g->m.add_item_or_charges( p->pos(), p->remove_weapon() );
1472 if( p->is_player() ) {
1473 add_msg_if_npc( _( "<npcname> disarms you!" ) );
1474 } else {
1475 add_msg_player_or_npc( _( "You disarm %s!" ),
1476 _( "<npcname> disarms %s!" ),
1477 p->name );
1478 }
1479 }
1480
1481 //AOE attacks, feel free to skip over this lump
1482 if( !technique.aoe.empty() ) {
1483 // Remember out moves and stamina
1484 // We don't want to consume them for every attack!
1485 const int temp_moves = moves;
1486 const int temp_stamina = get_stamina();
1487
1488 std::vector<Creature *> targets;
1489
1490 valid_aoe_technique( t, technique, targets );
1491
1492 //hit only one valid target (pierce through doesn't spread out)
1493 if( technique.aoe == "impale" ) {
1494 // TODO: what if targets is empty
1495 Creature *const v = random_entry( targets );
1496 targets.clear();
1497 targets.push_back( v );
1498 }
1499
1500 //hit the targets in the lists (all candidates if wide or burst, or just the unlucky sod if deep)
1501 int count_hit = 0;
1502 for( Creature *const c : targets ) {
1503 melee_attack( *c, false );
1504 }
1505
1506 t.add_msg_if_player( m_good, vgettext( "%d enemy hit!", "%d enemies hit!", count_hit ), count_hit );
1507 // Extra attacks are free of charge (otherwise AoE attacks would SUCK)
1508 moves = temp_moves;
1509 set_stamina( temp_stamina );
1510 }
1511
1512 //player has a very small chance, based on their intelligence, to learn a style whilst using the CQB bionic
1513 if( has_active_bionic( bio_cqb ) && !martial_arts_data->knows_selected_style() ) {
1514 /** @EFFECT_INT slightly increases chance to learn techniques when using CQB bionic */
1515 // Enhanced Memory Banks bionic doubles chance to learn martial art
1516 const int bionic_boost = has_active_bionic( bionic_id( bio_memory ) ) ? 2 : 1;
1517 if( one_in( ( 1400 - ( get_int() * 50 ) ) / bionic_boost ) ) {
1518 martial_arts_data->learn_current_style_CQB( is_player() );
1519 }
1520 }
1521}
bool valid_aoe_technique(Creature &t, const ma_technique &technique)
Check if an area-of-effect technique has valid targets.
Definition: melee.cpp:1212
bool has_weapon() const override
virtual void setpos(const tripoint &pos)=0
void knock_back_from(const tripoint &p)
Definition: creature.cpp:1890
int knockback_dist
Definition: martialarts.h:98
std::string aoe
Definition: martialarts.h:101
float armor_penetration(const Character &u, damage_type type) const
float damage_multiplier(const Character &u, damage_type type) const
bool side_switch
Definition: martialarts.h:89
float damage_bonus(const Character &u, damage_type type) const
float move_cost_multiplier(const Character &u) const
float move_cost_penalty(const Character &u) const
bool take_weapon
Definition: martialarts.h:106
bool knockback_follow
Definition: martialarts.h:102
bool powerful_knockback
Definition: martialarts.h:100
float knockback_spread
Definition: martialarts.h:99
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1918
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static const efftype_id effect_downed("downed")
static const bionic_id bio_memory("bio_memory")
static void print_damage_info(const damage_instance &di)
Definition: melee.cpp:1344
static damage_unit & get_damage_unit(std::vector< damage_unit > &di, const damage_type dt)
Definition: melee.cpp:1332
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_amigara("amigara")
void bash(const spell &sp, Creature &caster, const tripoint &target)
float damage_multiplier
Definition: damage.h:40
float res_pen
Definition: damage.h:38
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), damage_unit::amount, ma_technique::aoe, ma_technique::armor_penetration(), b, spell_effect::bash(), bio_cqb, bio_memory, bionic_id, c, ma_technique::damage_bonus(), damage_unit::damage_multiplier, ma_technique::damage_multiplier(), damage_instance::damage_units, ma_technique::disarms, ma_technique::down_dur, DT_BASH, effect_amigara, effect_downed, effect_stunned, time_duration::from_turns(), g, get_damage_unit(), get_int(), get_stamina(), has_active_bionic(), Creature::has_effect(), has_weapon(), is_armed(), is_mounted(), Creature::is_player(), player::is_player(), Creature::knock_back_from(), ma_technique::knockback_dist, ma_technique::knockback_follow, ma_technique::knockback_spread, m_debug, m_good, martial_arts_data, melee_attack(), move_cost(), ma_technique::move_cost_multiplier(), ma_technique::move_cost_penalty(), Creature::moves, name, one_in(), vehicle::player_in_control(), Creature::pos(), pos(), posx(), posy(), posz(), ma_technique::powerful_knockback, print_damage_info(), random_entry(), remove_weapon(), damage_unit::res_pen, rng(), set_stamina(), Creature::setpos(), ma_technique::side_switch, ma_technique::stun_dur, ma_technique::take_weapon, TFLAG_DEEP_WATER, damage_unit::type, valid_aoe_technique(), veh_pointer_or_null(), vehicle::velocity, vgettext(), and wield().

Referenced by melee_attack().

◆ perform_uninstall()

void Character::perform_uninstall ( bionic_id  bid,
int  difficulty,
int  success,
const units::energy power_lvl,
int  pl_skill 
)

Succes or failure of removal happens here.

Definition at line 2040 of file bionics.cpp.

2042{
2043 map &here = get_map();
2044 if( success > 0 ) {
2045 g->events().send<event_type::removes_cbm>( getID(), bid );
2046
2047 // until bionics can be flagged as non-removable
2048 add_msg_player_or_npc( m_neutral, _( "Your parts are jiggled back into their familiar places." ),
2049 _( "<npcname>'s parts are jiggled back into their familiar places." ) );
2050 add_msg( m_good, _( "Successfully removed %s." ), bid.obj().name );
2051 remove_bionic( bid );
2052
2053 // remove power bank provided by bionic
2054 mod_max_power_level( -power_lvl );
2055
2057 if( bid->itype().is_valid() ) {
2058 cbm = item( bid.c_str() );
2059 }
2060 cbm.faults.emplace( fault_bionic_nonsterile );
2061 here.add_item( pos(), cbm );
2062 } else {
2063 g->events().send<event_type::fails_to_remove_cbm>( getID(), bid );
2064 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2065 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2066 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2067 ( 10.0 ) );
2068 bionics_uninstall_failure( difficulty, success, adjusted_skill );
2069
2070 }
2071 here.invalidate_map_cache( g->get_levz() );
2072}
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_burnt_out_bionic("burnt_out_bionic")
void bionics_uninstall_failure(int difficulty, int success, float adjusted_skill)
When a player fails the surgery.
Definition: bionics.cpp:1727
item & add_item(const tripoint &p, item new_item)
Place an item on the map, despite the parameter name, this is not necessarily a new item.
Definition: map.cpp:4335
@ fails_to_remove_cbm

References _, map::add_item(), add_msg(), Creature::add_msg_player_or_npc(), bionics_uninstall_failure(), string_id< T >::c_str(), fails_to_remove_cbm, fault_bionic_nonsterile, item::faults, g, get_map(), getID(), map::invalidate_map_cache(), string_id< T >::is_valid(), bionic_data::itype(), itype_burnt_out_bionic, m_good, m_neutral, mod_max_power_level(), bionic_data::name, string_id< T >::obj(), pos(), remove_bionic(), removes_cbm, and behavior::success.

Referenced by activity_handlers::operation_do_turn(), and uninstall_bionic().

◆ pick_name()

void Character::pick_name ( bool  bUseDefault = false)

Returns a random name from NAMES_*.

Definition at line 129 of file newcharacter.cpp.

130{
131 if( bUseDefault && !get_option<std::string>( "DEF_CHAR_NAME" ).empty() ) {
132 name = get_option<std::string>( "DEF_CHAR_NAME" );
133 } else {
135 }
136}
std::string generate(bool is_male)
Return a random full name given gender.
Definition: name.cpp:128

References Name::generate(), male, and name.

Referenced by avatar::randomize(), npc::randomize(), and set_description().

◆ pick_technique()

matec_id Character::pick_technique ( Creature t,
const item weap,
bool  crit,
bool  dodge_counter,
bool  block_counter 
)

Returns a random valid technique.

Definition at line 1109 of file melee.cpp.

1111{
1112
1113 const std::vector<matec_id> all = martial_arts_data->get_all_techniques( weap );
1114
1115 std::vector<matec_id> possible;
1116
1117 bool downed = t.has_effect( effect_downed );
1118 bool stunned = t.has_effect( effect_stunned );
1119 bool wall_adjacent = g->m.is_wall_adjacent( pos() );
1120
1121 // first add non-aoe tecs
1122 for( const matec_id &tec_id : all ) {
1123 const ma_technique &tec = tec_id.obj();
1124
1125 // ignore "dummy" techniques like WBLOCK_1
1126 if( tec.dummy ) {
1127 continue;
1128 }
1129
1130 // skip defensive techniques
1131 if( tec.defensive ) {
1132 continue;
1133 }
1134
1135 // skip wall adjacent techniques if not next to a wall
1136 if( tec.wall_adjacent && !wall_adjacent ) {
1137 continue;
1138 }
1139
1140 // skip dodge counter techniques
1141 if( dodge_counter != tec.dodge_counter ) {
1142 continue;
1143 }
1144
1145 // skip block counter techniques
1146 if( block_counter != tec.block_counter ) {
1147 continue;
1148 }
1149
1150 // if critical then select only from critical tecs
1151 // but allow the technique if its crit ok
1152 if( !tec.crit_ok && ( crit != tec.crit_tec ) ) {
1153 continue;
1154 }
1155
1156 // don't apply downing techniques to someone who's already downed
1157 if( downed && tec.down_dur > 0 ) {
1158 continue;
1159 }
1160
1161 // don't apply "downed only" techniques to someone who's not downed
1162 if( !downed && tec.downed_target ) {
1163 continue;
1164 }
1165
1166 // don't apply "stunned only" techniques to someone who's not stunned
1167 if( !stunned && tec.stunned_target ) {
1168 continue;
1169 }
1170
1171 // don't apply disarming techniques to someone without a weapon
1172 // TODO: these are the stat requirements for tec_disarm
1173 // dice( dex_cur + get_skill_level("unarmed"), 8) >
1174 // dice(p->dex_cur + p->get_skill_level("melee"), 10))
1175 if( tec.disarms && !t.has_weapon() ) {
1176 continue;
1177 }
1178
1179 if( ( tec.take_weapon && ( has_weapon() || !t.has_weapon() ) ) ) {
1180 continue;
1181 }
1182
1183 // Don't apply humanoid-only techniques to non-humanoids
1184 if( tec.human_target && !t.in_species( HUMAN ) ) {
1185 continue;
1186 }
1187 // if aoe, check if there are valid targets
1188 if( !tec.aoe.empty() && !valid_aoe_technique( t, tec ) ) {
1189 continue;
1190 }
1191
1192 // If we have negative weighting then roll to see if it's valid this time
1193 if( tec.weighting < 0 && !one_in( std::abs( tec.weighting ) ) ) {
1194 continue;
1195 }
1196
1197 if( tec.is_valid_character( *this ) ) {
1198 possible.push_back( tec.id );
1199
1200 //add weighted options into the list extra times, to increase their chance of being selected
1201 if( tec.weighting > 1 ) {
1202 for( int i = 1; i < tec.weighting; i++ ) {
1203 possible.push_back( tec.id );
1204 }
1205 }
1206 }
1207 }
1208
1209 return random_entry( possible, tec_none );
1210}
virtual bool in_species(const species_id &) const
Definition: creature.cpp:970
virtual bool has_weapon() const =0
bool stunned_target
Definition: martialarts.h:117
bool defensive
Definition: martialarts.h:88
bool human_target
Definition: martialarts.h:119
bool block_counter
Definition: martialarts.h:108
bool wall_adjacent
Definition: martialarts.h:118
bool dodge_counter
Definition: martialarts.h:107
bool downed_target
Definition: martialarts.h:116
static const species_id HUMAN("HUMAN")
const std::array< type, 4 > all
For the purposes of iteration.
Definition: om_direction.h:26

References om_direction::all, ma_technique::aoe, ma_technique::block_counter, ma_technique::crit_ok, ma_technique::crit_tec, ma_technique::defensive, ma_technique::disarms, ma_technique::dodge_counter, ma_technique::down_dur, ma_technique::downed_target, ma_technique::dummy, effect_downed, effect_stunned, g, Creature::has_effect(), Creature::has_weapon(), has_weapon(), HUMAN, ma_technique::human_target, ma_technique::id, Creature::in_species(), ma_technique::is_valid_character(), martial_arts_data, one_in(), pos(), random_entry(), ma_technique::stunned_target, ma_technique::take_weapon, tec_none, valid_aoe_technique(), ma_technique::wall_adjacent, and ma_technique::weighting.

Referenced by block_hit(), melee_attack(), and player::on_dodge().

◆ place_corpse() [1/2]

void Character::place_corpse ( )

Definition at line 10032 of file character.cpp.

10033{
10034 //If the character/NPC is on a distant mission, don't drop their their gear when they die since they still have a local pos
10035 if( !death_drops ) {
10036 return;
10037 }
10038 std::vector<item *> tmp = inv_dump();
10040 map &here = get_map();
10041 for( auto itm : tmp ) {
10042 here.add_item_or_charges( pos(), *itm );
10043 }
10044 for( const bionic &bio : *my_bionics ) {
10045 if( bio.info().itype().is_valid() ) {
10046 item cbm( bio.id.str(), calendar::turn );
10047 cbm.faults.emplace( fault_bionic_nonsterile );
10048 body.components.push_back( cbm );
10049 }
10050 }
10051
10052 // Restore amount of installed pseudo-modules of Power Storage Units
10053 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10054 for( int i = 0; i < storage_modules.first; ++i ) {
10056 cbm.faults.emplace( fault_bionic_nonsterile );
10057 body.components.push_back( cbm );
10058 }
10059 for( int i = 0; i < storage_modules.second; ++i ) {
10061 cbm.faults.emplace( fault_bionic_nonsterile );
10062 body.components.push_back( cbm );
10063 }
10064 here.add_item_or_charges( pos(), body );
10065}
static const itype_id itype_power_storage("bio_power_storage")
static const fault_id fault_bionic_nonsterile("fault_bionic_nonsterile")
static const itype_id itype_power_storage_mkII("bio_power_storage_mkII")
bool death_drops
Definition: character.h:253
std::pair< int, int > amount_of_storage_bionics() const
Returns amount of Storage CBMs in the corpse.
Definition: bionics.cpp:2611
std::map< bodypart_str_id, bodypart > body
this is the actual body of the creature
Definition: creature.h:494
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:507

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, death_drops, fault_bionic_nonsterile, item::faults, get_map(), inv_dump(), itype_power_storage, itype_power_storage_mkII, item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), pos(), and calendar::turn.

Referenced by npc::die(), game::handle_action(), and game::is_game_over().

◆ place_corpse() [2/2]

void Character::place_corpse ( const tripoint_abs_omt om_target)

Definition at line 10067 of file character.cpp.

10068{
10069 tinymap bay;
10070 bay.load( project_to<coords::sm>( om_target ), false );
10071 point fin{ rng( 1, SEEX * 2 - 2 ), rng( 1, SEEX * 2 - 2 ) };
10072 // This makes no sense at all. It may find a random tile without furniture, but
10073 // if the first try to find one fails, it will go through all tiles of the map
10074 // and essentially select the last one that has no furniture.
10075 // Q: Why check for furniture? (Check for passable or can-place-items seems more useful.)
10076 // Q: Why not grep a random point out of all the possible points (e.g. via random_entry)?
10077 // Q: Why use furn_str_id instead of f_null?
10078 // TODO: fix it, see above.
10079 if( bay.furn( fin ) != furn_str_id( "f_null" ) ) {
10080 for( const tripoint &p : bay.points_on_zlevel() ) {
10081 if( bay.furn( p ) == furn_str_id( "f_null" ) ) {
10082 fin.x = p.x;
10083 fin.y = p.y;
10084 }
10085 }
10086 }
10087
10088 std::vector<item *> tmp = inv_dump();
10090 for( auto itm : tmp ) {
10091 bay.add_item_or_charges( fin, *itm );
10092 }
10093 for( const bionic &bio : *my_bionics ) {
10094 if( bio.info().itype().is_valid() ) {
10095 body.put_in( item( bio.info().itype(), calendar::turn ) );
10096 }
10097 }
10098
10099 // Restore amount of installed pseudo-modules of Power Storage Units
10100 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10101 for( int i = 0; i < storage_modules.first; ++i ) {
10102 body.put_in( item( "bio_power_storage" ) );
10103 }
10104 for( int i = 0; i < storage_modules.second; ++i ) {
10105 body.put_in( item( "bio_power_storage_mkII" ) );
10106 }
10107 bay.add_item_or_charges( fin, body );
10108}
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8640
void load(const tripoint &w, bool update_vehicles, bool pump_events=false)
Load submaps into grid.
Definition: map.cpp:6624
Definition: map.h:2108

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, map::furn(), inv_dump(), map::load(), item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), map::points_on_zlevel(), rng(), SEEX, and calendar::turn.

◆ pos()

const tripoint & Character::pos ( ) const
overridevirtual

Implements Creature.

Definition at line 721 of file character.cpp.

722{
723 return position;
724}

References position.

Referenced by absorb_hit(), iuse::acidbomb_act(), activate_bionic(), npc::activate_item(), activate_mutation(), enchantment::activate_passive(), activity_on_turn_move_loot(), map::add_field(), add_known_trap(), inventory_selector::add_nearby_items(), npc::address_player(), adjacent_tile(), npc::alt_attack(), map::apparent_light_helper(), map::apply_character_light(), apply_persistent_morale(), iuse::artifact(), npc::assess_danger(), assign_activity(), activity_handlers::atm_do_turn(), Creature::auto_find_hostile_target(), game::autopilot_vehicles(), npc::avoid_friendly_fire(), avoid_trap(), iuse::bell(), best_nearby_lifting_assist(), mattack::bio_op_disarm(), blossoms(), iuse::boltcutters(), map::build_vision_transparency_cache(), burn_fuel(), iuse::burrow(), game::butcher(), activity_handlers::butcher_finish(), butchery_drops_harvest(), butchery_quarter(), set_transformed_iuse::bypass(), iuse::cable_attach(), calc_needs_rates(), calculate_aim_cap(), calculate_dispersion(), iuse::call_of_tindalos(), iuse::camera(), player::can_continue_craft(), can_examine_at(), can_hear(), can_mount(), npc::can_move_to(), character_funcs::can_see_fine_details(), iuse_transform::can_use(), firestarter_actor::can_use(), iuse::capture_monster_act(), iexamine::cardreader_foodplace(), enchantment::cast_enchantment_spell(), iexamine::chainfence(), debug_menu::character_edit_menu(), game::chat(), check_art_charge_req(), player::check_eligible_containers_for_crafting(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), iuse::chop_tree(), avatar::clear_memorized_tile(), doors::close_door(), game_menus::inv::compare(), complete_construction(), veh_interact::complete_vehicle(), consider_butchery(), consume_charges(), consume_effects(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), game::control_vehicle(), cough(), npc::could_move_onto(), player::craft_consume_tools(), crafting_inventory(), craft_command::create_in_progress_craft(), game::create_starting_npcs(), map::creature_in_field(), game::critter_at(), iuse::crowbar(), iexamine::curtains(), iuse::cut_log_into_planks(), salvage_actor::cut_up(), deactivate_bionic(), deal_damage(), debug_menu::debug(), defer_move(), item_location::impl::item_on_map::describe(), item_location::impl::item_on_vehicle::describe(), trap::detect_trap(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::directional_antenna(), player::disarm(), crafting::disassemble_all(), character_display::disp_info(), game::disp_NPCs(), game::display_scent(), npc::dispose_item(), npc::do_npc_read(), character_funcs::do_pause(), npc::do_pulp(), avatar::do_read(), npc::do_reload(), game::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), move_items_activity_actor::do_turn(), pickup_activity_actor::do_turn(), throw_activity_actor::do_turn(), iexamine::door_peephole(), game::draw(), draw_bionics_titlebar(), draw_cone_aoe_curses(), draw_env_compact(), draw_health_classic(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), game::draw_look_around_cursor(), draw_speed_tab(), game::draw_ter(), target_ui::draw_terrain_overlay(), draw_throw_aim(), draw_time_classic(), game::draw_trail_to_square(), draw_veh_compact(), draw_veh_padding(), game::drop(), drop(), drop_invalid_inventory(), npc::drop_items(), talk_function::drop_weapon(), monexamine::dump_items(), player::eat(), avatar_action::eat_here(), eff_fun_fungus(), eff_fun_hallu(), iuse::einktabletpc(), iexamine::elevator(), emit_radio_signal(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), env_surgery_bonus(), game::examine(), craft_command::execute(), npc::execute_action(), extract_or_wreck_cbms(), npc::faction_display(), iuse::fill_pit(), find_ammo(), find_auto_consume(), find_best_bench(), npc::find_corpse_to_pulp(), npc::find_dangerous_explosives(), npc::find_item(), activity_handlers::find_mount_do_turn(), game::find_nearby_items(), game::find_or_make_stairs(), find_remote_fuel(), character_funcs::fine_detail_vision_mod(), hacking_activity_actor::finish(), npc::finish_read(), fire(), player::fire_gun(), iuse::fishing_rod(), game::fling_creature(), floor_bedding_warmth(), floor_item_warmth(), floor_warmth(), iexamine::flower_marloss(), iexamine::flower_poppy(), activity_handlers::forage_finish(), forced_dismount(), fungal_effects::fungalize(), iuse::fungicide(), mattack::fungus_sprout(), iexamine::fvat_full(), activity_handlers::game_do_turn(), iuse::gasmask(), iexamine::gaspump(), iuse::geiger(), generic_multi_activity_check_requirement(), generic_multi_activity_handler(), generic_multi_activity_locations(), avatar::get_book_reader(), player::get_crafting_helpers(), game::get_dangerous_tile(), activatable_inventory_preset::get_denial(), get_dodge(), player::get_eligible_containers_for_crafting(), get_heat_radiation(), get_hostile_creatures(), get_item_location(), avatar::get_memorized_tile(), get_next_auto_move_direction(), overmap_ui::get_overmap_path_to(), npc::get_path_avoid(), get_patient(), get_temp(), game::get_veh_dir_indicator_location(), get_visible_creatures(), get_weapon_dispersion(), talk_function::give_all_aid(), npc::go_to_omt_destination(), npc::good_escape_direction(), grab(), mattack::grab_drag(), game::grabbed_furn_move(), game::grabbed_veh_move(), npc::guard_current_pos(), iuse::gun_repair(), ranged::gunmode_checks_common(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), activity_handlers::hacksaw_finish(), iuse::hammer(), handbrake(), game::handle_action(), target_ui::handle_cursor_movement(), handle_harvest(), handle_melee_wear(), item::handle_pickup_ownership(), vehicle::handle_potential_theft(), npc::handle_sound(), vehicle::handle_trap(), hardcoded_effects(), has_alarm_clock(), has_fire(), has_neighbor(), has_watch(), haul(), npc::heal_player(), npc::heal_self(), heat_emission(), iuse::honeycomb(), i_add_or_drop(), i_rem(), i_rem_keep_contents(), player::impact(), in_climate_control(), npc_trading::init_buying(), iexamine::intercom(), invoke_item(), npc::is_active(), enchantment::is_active(), place_trap_actor::is_allowed(), is_deaf(), is_driving(), monster::is_fleeing(), game::is_game_over(), game::is_in_viewport(), is_snuggling(), is_solid_neighbor(), ma_requirements::is_valid_character(), is_visible_in_range(), iuse::jackhammer(), monexamine::kill_zslave(), player::knock_back_to(), game::knockback(), knows_trap(), firestarter_actor::light_mod(), game::list_items(), game::list_monsters(), vehicle_prototype::load(), game::load(), avatar::load_map_memory(), aim_activity_actor::load_RAS_weapon(), activity_handlers::lockpicking_finish(), activity_handlers::longsalvage_finish(), game::look_around(), npc::look_for_player(), loot(), iuse::lumber(), make_gun_sound_effect(), activity_handlers::make_zlave_finish(), iuse::makemound(), item_action_generator::map_actions_to_items(), marloss_common(), melee_attack(), melee_special_effects(), avatar::memorize_symbol(), avatar::memorize_tile(), npc::method_of_attack(), mill_activate(), target_handler::mode_turrets(), modify_morale(), game::mon_info_update(), game::monmove(), iuse::mop(), npc::move(), avatar_action::move(), npc::move_away_from(), npc::move_to(), npc::move_to_next(), firestarter_actor::moves_cost_by_fuel(), game::moving_vehicle_dismount(), npc::mug_player(), multicooker_hallu(), mutation_effect(), npc::mutiny(), iuse::mycus(), inventory_selector::naturalize_category(), nearby(), iuse::note_bionics(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_assist(), mattack::nurse_check_up(), mattack::nurse_operate(), item_location::impl::item_on_map::obtain_cost(), item_location::impl::item_on_vehicle::obtain_cost(), player::on_dodge(), npc::on_load(), item::on_pickup(), item::on_takeoff(), item::on_wear(), open(), activity_handlers::operation_do_turn(), activity_handlers::operation_finish(), operator_present(), game::overmap_npc_move(), iuse::oxytorch(), activity_handlers::oxytorch_do_turn(), activity_handlers::oxytorch_finish(), passive_power_gen(), iexamine::pay_gas(), game::peek(), perform_technique(), perform_uninstall(), perform_zone_activity_turn(), game::phasing_move(), debug_menu::pick_character(), pick_plant(), pick_technique(), npc::pick_up_item(), iuse::pickaxe(), game::pickup_feet(), iexamine::pit_covered(), place_and_add_as_known(), place_corpse(), npc::place_on_map(), game::place_player(), start_location::place_player(), game::place_player_overmap(), iuse::play_music(), vehicle::player_in_control(), map::player_in_field(), player_on_couch(), pldrive(), item_location::impl::item_on_person::position(), firestarter_actor::prep_firestarter_use(), npc::pretend_fire(), print_aim(), npc::print_info(), print_items(), game::process_artifact(), process_bionic(), process_effects_internal(), process_items(), sounds::process_sound_markers(), process_turn(), prompt_disassemble_in_seq(), prompt_disassemble_single(), activity_handlers::pry_nails_finish(), iexamine::quern_examine(), query_consume_ownership(), plot_options::query_seed(), avatar_action::ramp_move(), mattack::ranged_pull(), reach_attack(), npc::reach_omt_destination(), read(), recalc_speed_bonus(), recoil_vehicle(), activity_handlers::reload_finish(), vehicle::remote_controlled(), monexamine::remove_bag_from(), render_wind(), veh_utils::repair_part(), requirements_map(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), iuse::robotcontrol_can_target(), rod_fish(), character_funcs::roll_can_sleep(), rooted(), rooted_message(), route_adjacent(), target_ui::run(), examine_item_menu::run(), run_cost(), avatar::save_map_memory(), npc::say(), character_funcs::search_surroundings(), npc::see_item_say_smth(), sees(), sees_with_infrared(), conditional_t< T >::set_is_driving(), set_item_inventory(), avatar::set_movement_mode(), conditional_t< T >::set_npc_role_nearby(), talk_effect_fun_t::set_u_buy_monster(), monster::setpos(), npc::setpos(), activity_handlers::shear_finish(), npc::shift(), shout(), iexamine::shrub_marloss(), sight_range(), sinkhole_safety_roll(), smash(), smoker_activate(), iexamine::smoker_options(), player::sort_armor(), spawn_animal(), spawn_spores(), activity_handlers::spellcasting_finish(), spores(), standard_npc::standard_npc(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), game::start_game(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_schizophrenia(), suffer_in_sunlight(), suffer_while_underwater(), game::swap_critters(), avatar_action::swim(), symbol_color(), player::takeoff(), iuse::talking_doll(), iuse::tazer(), player::throw_item(), toolweapon_off(), toolweapon_on(), iuse::tow_attach(), iexamine::trap(), activity_handlers::travel_do_turn(), npc::travel_overmap(), iexamine::tree_hickory(), iexamine::tree_maple_tapped(), iexamine::tree_marloss(), explosion_iuse::trigger_explosion(), try_consume(), try_fuel_fire(), game::try_get_left_click_action(), game::try_get_right_click_action(), try_reject_mutagen(), salvage_actor::try_to_cut_up(), avatar_funcs::try_to_sleep(), iuse::unfold_generic(), uninstall_bionic(), player::unload(), update_bodytemp(), update_needs(), npc::update_path(), game::update_stair_monsters(), editmap::update_view_with_help(), iuse_transform::use(), countdown_actor::use(), explosion_iuse::use(), unfold_vehicle_iuse::use(), delayed_transform_iuse::use(), set_transform_iuse::use(), set_transformed_iuse::use(), place_monster_iuse::use(), place_npc_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), firestarter_actor::use(), fireweapon_off_actor::use(), fireweapon_on_actor::use(), manualnoise_actor::use(), musical_instrument_actor::use(), holster_actor::use(), heal_actor::use(), place_trap_actor::use(), emit_actor::use(), mutagen_iv_actor::use(), deploy_tent_actor::use(), unpack_actor::use(), use_charges(), use_fire(), valid_aoe_technique(), game::validate_camps(), game::vertical_move(), activity_handlers::vibe_do_turn(), vomit(), iuse::vortex(), wait(), game::walk_move(), npc::warn_about(), player::wear(), iuse::weather_tool(), npc::wield(), avatar_action::wield(), player::wield_contents(), npc::wont_hit_friend(), npc::worker_downtime(), and game::zones_manager().

◆ position_to_wear_new_item()

std::list< item >::iterator Character::position_to_wear_new_item ( const item new_item)
protected

Return the position in the worn list where new_item would be put by default.

Definition at line 3941 of file character.cpp.

3942{
3943 // By default we put this item on after the last item on the same or any
3944 // lower layer.
3945 return std::find_if(
3946 worn.rbegin(), worn.rend(),
3947 [&]( const item & w ) {
3948 return w.get_layer() <= new_item.get_layer();
3949 }
3950 ).base();
3951}

References worn.

Referenced by item_encumb(), and wear_item().

◆ posx()

◆ posy()

◆ posz()

◆ pour_into() [1/2]

bool Character::pour_into ( item container,
item liquid 
)

Try to pour the given liquid into the given container/vehicle.

The transferred charges are removed from the liquid item. Check the charges of afterwards to see if anything has been transferred at all. The functions do not consume any move points.

Returns
Whether anything has been moved at all. false indicates the transfer is not possible at all. true indicates at least some of the liquid has been moved.

Definition at line 6356 of file character.cpp.

6357{
6358 std::string err;
6359 const int amount = container.get_remaining_capacity_for_liquid( liquid, *this, &err );
6360
6361 if( !err.empty() ) {
6362 add_msg_if_player( m_bad, err );
6363 return false;
6364 }
6365
6366 add_msg_if_player( _( "You pour %1$s into the %2$s." ), liquid.tname(), container.tname() );
6367
6368 container.fill_with( liquid, amount );
6369 inv.unsort();
6370
6371 if( liquid.charges > 0 ) {
6372 add_msg_if_player( _( "There's some left over!" ) );
6373 }
6374
6375 return true;
6376}
void fill_with(item &liquid, int amount=INFINITE_CHARGES)
Fill item with liquid up to its capacity.
Definition: item.cpp:8442
int get_remaining_capacity_for_liquid(const item &liquid, bool allow_bucket=false, std::string *err=nullptr) const
How much more of this liquid (in charges) can be put in this container.
Definition: item.cpp:8304

References _, Creature::add_msg_if_player(), item::charges, item::fill_with(), item::get_remaining_capacity_for_liquid(), inv, m_bad, item::tname(), and inventory::unsort().

Referenced by activity_handlers::fill_liquid_do_turn().

◆ pour_into() [2/2]

bool Character::pour_into ( vehicle veh,
item liquid 
)

Definition at line 6378 of file character.cpp.

6379{
6380 auto sel = [&]( const vehicle_part & pt ) {
6381 return pt.is_tank() && pt.can_reload( liquid );
6382 };
6383
6384 auto stack = units::legacy_volume_factor / liquid.type->stack_size;
6385 auto title = string_format( _( "Select target tank for <color_%s>%.1fL %s</color>" ),
6386 get_all_colors().get_name( liquid.color() ),
6387 round_up( to_liter( liquid.charges * stack ), 1 ),
6388 liquid.tname() );
6389
6390 auto &tank = veh_interact::select_part( veh, sel, title );
6391 if( !tank ) {
6392 return false;
6393 }
6394
6395 tank.fill_with( liquid );
6396
6397 //~ $1 - vehicle name, $2 - part name, $3 - liquid type
6398 add_msg_if_player( _( "You refill the %1$s's %2$s with %3$s." ),
6399 veh.name, tank.name(), liquid.type_name() );
6400
6401 if( liquid.charges > 0 ) {
6402 add_msg_if_player( _( "There's some left over!" ) );
6403 }
6404 return true;
6405}
double round_up(double val, unsigned int dp)
Round a value up at a given decimal place.
nc_color color() const
Returns the default color of the item (e.g.
Definition: item.cpp:4831
static vehicle_part & select_part(const vehicle &veh, const part_selector &sel, const std::string &title=std::string())
Prompt for a part matching the selector function.
std::string name
Definition: vehicle.h:1849
color_manager & get_all_colors()
Definition: color.cpp:45
std::string title(holiday current_holiday)
Definition: path_info.cpp:334
constexpr double to_liter(const volume &v)
Definition: units_volume.h:43
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
Structure, describing vehicle part (i.e., wheel, seat)
Definition: vehicle.h:185

References _, Creature::add_msg_if_player(), item::charges, item::color(), get_all_colors(), get_name(), units::legacy_volume_factor, vehicle::name, round_up(), veh_interact::select_part(), itype::stack_size, string_format(), PATH_INFO::title(), item::tname(), units::to_liter(), item::type, and item::type_name().

◆ power_rating()

float Character::power_rating ( ) const
overridevirtual

Returns an approximation of the creature's strength.

Implements Creature.

Definition at line 9875 of file character.cpp.

9876{
9877 int dmg = std::max( { weapon.damage_melee( DT_BASH ),
9880 } );
9881
9882 int ret = 2;
9883 // Small guns can be easily hidden from view
9884 if( weapon.volume() <= 250_ml ) {
9885 ret = 2;
9886 } else if( weapon.is_gun() ) {
9887 ret = 4;
9888 } else if( dmg > 12 ) {
9889 ret = 3; // Melee weapon or weapon-y tool
9890 }
9891 if( get_size() == MS_HUGE ) {
9892 ret += 1;
9893 }
9894 if( is_wearing_power_armor( nullptr ) ) {
9895 ret = 5; // No mercy!
9896 }
9897 return ret;
9898}

References item::damage_melee(), DT_BASH, DT_CUT, DT_STAB, get_size(), item::is_gun(), is_wearing_power_armor(), MS_HUGE, cata::hash64_detail::ret, item::volume(), and weapon.

◆ print_health()

void Character::print_health ( ) const

Definition at line 4207 of file character.cpp.

4208{
4209 if( !is_player() ) {
4210 return;
4211 }
4212 int current_health = get_healthy();
4213 if( has_trait( trait_SELFAWARE ) ) {
4214 add_msg_if_player( _( "Your current health value is %d." ), current_health );
4215 }
4216
4217 static const std::map<int, std::string> msg_categories = {
4218 { -100, "health_horrible" },
4219 { -50, "health_very_bad" },
4220 { -10, "health_bad" },
4221 { 10, "" },
4222 { 50, "health_good" },
4223 { 100, "health_very_good" },
4224 { INT_MAX, "health_great" }
4225 };
4226
4227 auto iter = msg_categories.lower_bound( current_health );
4228 if( iter != msg_categories.end() && !iter->second.empty() ) {
4229 const translation msg = SNIPPET.random_from_category( iter->second ).value_or( translation() );
4230 add_msg_if_player( current_health > 0 ? m_good : m_bad, "%s", msg );
4231 }
4232}

References _, Creature::add_msg_if_player(), get_healthy(), has_trait(), Creature::is_player(), m_bad, m_good, snippet_library::random_from_category(), SNIPPET, and trait_SELFAWARE.

Referenced by activate_mutation(), and avatar::wake_up().

◆ print_info()

int Character::print_info ( const catacurses::window w,
int  vStart,
int  vLines,
int  column 
) const
overridevirtual

Write information about this creature.

Parameters
wthe window to print the text into.
vStartvertical start to print, that means the first line to print.
vLinesnumber of lines to print at most (printing less is fine).
columnhorizontal start to print (column), horizontal end is one character before the right border of the window (to keep the border).
Returns
The line just behind the last printed line, that means multiple calls to this can be stacked, the return value is acceptable as vStart for the next call without creating empty lines or overwriting lines.

Implements Creature.

Reimplemented in npc.

Definition at line 10257 of file character.cpp.

10258{
10259 mvwprintw( w, point( column, vStart++ ), _( "You (%s)" ), name );
10260 return vStart;
10261}
void mvwprintw(const window &win, const point &p, const std::string &text)

References _, catacurses::mvwprintw(), and name.

◆ process_bionic()

void Character::process_bionic ( bionic bio)

Handles bionic effects over time of the entered bionic.

Definition at line 1520 of file bionics.cpp.

1521{
1522 if( ( !bio.id->fuel_opts.empty() || bio.id->is_remote_fueled ) && bio.is_auto_start_on() ) {
1523 const float start_threshold = bio.get_auto_start_thresh();
1524 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1525 if( bio.id->is_remote_fueled ) {
1526 const itype_id rem_fuel = find_remote_fuel();
1527 const std::string rem_amount = get_value( "rem_" + rem_fuel.str() );
1528 int rem_fuel_stock = 0;
1529 if( !rem_amount.empty() ) {
1530 rem_fuel_stock = std::stoi( rem_amount );
1531 }
1532 if( !rem_fuel.is_empty() && ( rem_fuel_stock > 0 ||
1533 item( rem_fuel ).has_flag( flag_PERPETUAL ) ) ) {
1534 fuel_available.emplace_back( rem_fuel );
1535 }
1536 }
1537 if( !fuel_available.empty() && get_power_level() <= start_threshold * get_max_power_level() ) {
1538 g->u.activate_bionic( bio );
1539 } else if( get_power_level() <= start_threshold * get_max_power_level() &&
1540 calendar::once_every( 1_hours ) ) {
1541 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to use Auto Start." ),
1542 _( "<npcname>'s %s does not have enough fuel to use Auto Start." ),
1543 bio.info().name );
1544 }
1545 }
1546
1547 // Only powered bionics should be processed
1548 if( !bio.powered ) {
1549 passive_power_gen( bio );
1550 return;
1551 }
1552
1553 // These might be affected by environmental conditions, status effects, faulty bionics, etc.
1554 int discharge_factor = 1;
1555 int discharge_rate = 1;
1556
1557 if( bio.charge_timer > 0 ) {
1558 bio.charge_timer -= discharge_rate;
1559 } else {
1560 if( bio.info().charge_time > 0 ) {
1561 if( bio.info().has_flag( STATIC( flag_str_id( "BIONIC_POWER_SOURCE" ) ) ) ) {
1562 // Convert fuel to bionic power
1563 burn_fuel( bio );
1564 // Reset timer
1565 bio.charge_timer = bio.info().charge_time;
1566 } else {
1567 // Try to recharge our bionic if it is made for it
1568 units::energy cost = 0_J;
1569 bool recharged = attempt_recharge( *this, bio, cost, discharge_factor, discharge_rate );
1570 if( !recharged ) {
1571 // No power to recharge, so deactivate
1572 bio.powered = false;
1573 add_msg_if_player( m_neutral, _( "Your %s powers down." ), bio.info().name );
1574 // This purposely bypasses the deactivation cost
1575 deactivate_bionic( bio, true );
1576 return;
1577 }
1578 if( cost > 0_J ) {
1579 mod_power_level( -cost );
1580 }
1581 }
1582 }
1583 }
1584
1585 // Bionic effects on every turn they are active go here.
1586 if( bio.id == bio_remote ) {
1587 if( g->remoteveh() == nullptr && get_value( "remote_controlling" ).empty() ) {
1588 bio.powered = false;
1589 add_msg_if_player( m_warning, _( "Your %s has lost connection and is turning off." ),
1590 bio.info().name );
1591 }
1592 } else if( bio.id == bio_hydraulics ) {
1593 // Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
1594 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
1595 static_cast<std::string>( bio_hydraulics ) );
1596 } else if( bio.id == bio_nanobots ) {
1597 // Total hack, prevents charge_timer reaching 0 thus preventing power draw.
1598 // Ideally there would be a value that directly impacts whether a bionic draws power when idle.
1599 bio.charge_timer = 2;
1600 // The above hack means there's no check for whether the bionic actually has power to run.
1601 if( get_power_level() < bio.info().power_over_time ) {
1602 bio.powered = false;
1603 add_msg_if_player( m_warning, _( "Your %s shut down due to lack of power." ), bio.info().name );
1604 deactivate_bionic( bio );
1605 return;
1606 } else if( get_stored_kcal() < 0.85f * max_stored_kcal() ) {
1607 bio.powered = false;
1608 add_msg_if_player( m_warning, _( "Your %s shut down to conserve calories." ), bio.info().name );
1609 deactivate_bionic( bio );
1610 return;
1611 }
1612 if( calendar::once_every( 15_turns ) ) {
1613 std::vector<bodypart_id> bleeding_bp_parts;
1614 for( const bodypart_id &bp : get_all_body_parts() ) {
1615 if( has_effect( effect_bleed, bp.id() ) ) {
1616 bleeding_bp_parts.push_back( bp );
1617 }
1618 }
1619 if( !bleeding_bp_parts.empty() ) {
1620 const bodypart_id part_to_staunch = bleeding_bp_parts[ rng( 0, bleeding_bp_parts.size() - 1 ) ];
1621 effect &e = get_effect( effect_bleed, part_to_staunch->token );
1622 if( e.get_intensity() > 1 ) {
1623 e.mod_intensity( -1, false );
1624 } else {
1625 remove_effect( effect_bleed, part_to_staunch->token );
1626 }
1627 }
1628 if( rng( 0, 2 ) == 2 ) {
1629 std::vector<bodypart_id> damaged_hp_parts;
1630 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1631 const int hp_cur = part.second.get_hp_cur();
1632 if( hp_cur > 0 && hp_cur < part.second.get_hp_max() ) {
1633 damaged_hp_parts.push_back( part.first.id() );
1634 }
1635 }
1636 if( get_stored_kcal() >= 5 && !damaged_hp_parts.empty() ) {
1637 const bodypart_id part_to_heal = damaged_hp_parts[ rng( 0, damaged_hp_parts.size() - 1 ) ];
1638 heal( part_to_heal, 1 );
1640 mod_stored_kcal( -5 );
1641 }
1642 }
1643 }
1644 } else if( bio.id == bio_painkiller ) {
1645 const int pkill = get_painkiller();
1646 const int pain = get_pain();
1647 int max_pkill = std::min( 150, pain );
1648 if( pkill < max_pkill ) {
1649 mod_painkiller( 1 );
1650 mod_power_level( -2_kJ );
1651 }
1652
1653 // Only dull pain so extreme that we can't pkill it safely
1654 if( pkill >= 150 && pain > pkill && get_stim() > -150 ) {
1655 mod_pain( -1 );
1656 // Negative side effect: negative stim
1657 mod_stim( -1 );
1658 mod_power_level( -2_kJ );
1659 }
1660 } else if( bio.id == bio_gills ) {
1661 if( has_effect( effect_asthma ) ) {
1663 _( "You feel your throat open up and air filling your lungs!" ) );
1665 }
1666 } else if( bio.id == bio_evap ) {
1667 // Aero-Evaporator provides water at 60 watts with 2 L / kWh efficiency
1668 // which is 10 mL per 5 minutes. Humidity can modify the amount gained.
1669 if( calendar::once_every( 5_minutes ) ) {
1670 const w_point &weatherPoint = get_weather().get_precise();
1671 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
1672 g->is_sheltered( g->u.pos() ) );
1673 // in thirst units = 5 mL water
1674 int water_available = std::lround( humidity * 3.0 / 100.0 );
1675 // At 50% relative humidity or more, the player will draw 10 mL
1676 // At 16% relative humidity or less, the bionic will give up
1677 if( water_available == 0 ) {
1679 _( "There is not enough humidity in the air for your %s to function." ),
1680 bio.info().name );
1681 deactivate_bionic( bio );
1682 } else if( water_available == 1 ) {
1684 _( "Your %s issues a low humidity warning. Efficiency is reduced." ),
1685 bio.info().name );
1686 }
1687
1688 mod_thirst( -water_available );
1689 }
1690
1693 _( "You are properly hydrated. Your %s chirps happily." ),
1694 bio.info().name );
1695 deactivate_bionic( bio );
1696 }
1697 } else if( bio.id == bio_ads ) {
1698 if( bio.charge_timer < 2 ) {
1699 bio.charge_timer = 2;
1700 }
1701 if( bio.energy_stored < 150_kJ ) {
1702 // Max recharge rate is influenced by whether you've been hit or not.
1703 // See character.cpp for how charge_timer keeps track of that for this bionic.
1704 units::energy max_rate = 10_kJ;
1705 if( bio.charge_timer > 2 ) {
1706 max_rate /= 2;
1707 }
1708 units::energy ads_recharge = std::min( max_rate, 150_kJ - bio.energy_stored );
1709 if( ads_recharge < get_power_level() ) {
1710 mod_power_level( - ads_recharge );
1711 bio.energy_stored += ads_recharge;
1712 } else if( get_power_level() != 0_kJ ) {
1715 }
1716 if( bio.energy_stored == 150_kJ ) {
1717 add_msg_if_player( m_good, _( "Your %s quietens to a satisfied thrum." ), bio.info().name );
1718 }
1719 } else if( bio.energy_stored > 150_kJ ) {
1720 bio.energy_stored = 150_kJ;
1721 }
1722 } else if( bio.id == afs_bio_dopamine_stimulators ) {
1723 add_morale( MORALE_FEELING_GOOD, 20, 20, 30_minutes, 20_minutes, true );
1724 }
1725}
static const efftype_id effect_bleed("bleed")
static bool attempt_recharge(Character &p, bionic &bio, units::energy &amount, int factor=1, int rate=1)
Definition: bionics.cpp:1500
static const efftype_id effect_asthma("asthma")
static const bionic_id afs_bio_dopamine_stimulators("afs_bio_dopamine_stimulators")
static const bionic_id bio_nanobots("bio_nanobots")
static const bionic_id bio_gills("bio_gills")
void mod_painkiller(int npkill)
Modifies intensity of painkillers
Definition: character.cpp:9693
void passive_power_gen(bionic &bio)
Passively produce power from PERPETUAL fuel.
Definition: bionics.cpp:1308
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
units::energy power_over_time
Power cost over time, does nothing without a non-zero charge_time.
Definition: bionics.h:41
float get_auto_start_thresh() const
Definition: bionics.cpp:2736
bool is_auto_start_on() const
Definition: bionics.cpp:2741

References _, sounds::activity, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), afs_bio_dopamine_stimulators, attempt_recharge(), bio_ads, bio_evap, bio_gills, bio_hydraulics, bio_nanobots, bio_painkiller, bio_remote, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, deactivate_bionic(), effect_asthma, effect_bleed, bionic::energy_stored, find_remote_fuel(), flag_PERPETUAL(), bionic_data::fuel_opts, g, Creature::get_all_body_parts(), bionic::get_auto_start_thresh(), Creature::get_body(), Creature::get_effect(), get_fuel_available(), effect::get_intensity(), get_local_humidity(), get_max_power_level(), Creature::get_pain(), get_painkiller(), get_power_level(), weather_manager::get_precise(), get_stim(), get_stored_kcal(), get_thirst(), Creature::get_value(), get_weather(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), heal(), w_point::humidity, hydrated, bionic::id, string_id< T >::id(), bionic::info(), bionic::is_auto_start_on(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, m_bad, m_good, m_mixed, m_neutral, m_warning, max_stored_kcal(), effect::mod_intensity(), mod_pain(), mod_painkiller(), mod_power_level(), mod_stim(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_GOOD, bionic_data::name, calendar::once_every(), Creature::pain, passive_power_gen(), pkill, pos(), bionic_data::power_over_time, bionic::powered, Creature::remove_effect(), rng(), sounds::sound(), STATIC, and string_id< T >::str().

Referenced by suffer().

◆ process_effects_internal()

void Character::process_effects_internal ( )
overridevirtual

Processes human-specific effects of effects before calling Creature::process_effects().

Implements Creature.

Definition at line 535 of file character_turn.cpp.

536{
537 //Special Removals
538 if( has_effect( effect_darkness ) && g->is_in_sunlight( pos() ) ) {
540 }
542 vomit();
544 add_msg_if_player( m_bad, _( "We have mistakenly colonized a local guide! Purging now." ) );
545 }
556 add_msg_if_player( m_good, _( "Something writhes and inside of you as it dies." ) );
557 }
564 }
567 add_msg_if_player( m_good, _( "Your bowels gurgle as something inside them dies." ) );
568 }
569
570 //Human only effects
571 for( auto &elem : *effects ) {
572 for( auto &_effect_it : elem.second ) {
573 if( !_effect_it.second.is_removed() ) {
574 process_one_effect( _effect_it.second, false );
575 }
576 }
577 }
578}
static const efftype_id effect_bloodworms("bloodworms")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_dermatik("dermatik")
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PARAIMMUNE("PARAIMMUNE")
static const efftype_id effect_darkness("darkness")
static const efftype_id effect_paincysts("paincysts")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
static const efftype_id effect_brainworms("brainworms")
void process_one_effect(effect &it, bool is_new) override
Processes human-specific effects of an effect.

References _, Creature::add_msg_if_player(), effect_bloodworms, effect_brainworms, effect_darkness, effect_dermatik, effect_fungus, effect_paincysts, effect_tapeworm, Creature::effects, g, Creature::has_effect(), has_trait(), m_bad, m_good, pos(), process_one_effect(), Creature::remove_effect(), trait_ACIDBLOOD, trait_EATHEALTH, trait_M_IMMUNE, trait_PARAIMMUNE, and vomit().

◆ process_items()

void Character::process_items ( )

Process active items.

Definition at line 806 of file character_turn.cpp.

807{
808 if( weapon.needs_processing() && weapon.process( as_player(), pos(), false ) ) {
809 weapon = item();
810 }
811
812 std::vector<item *> inv_active = inv.active_items();
813 for( item *tmp_it : inv_active ) {
814 if( tmp_it->process( as_player(), pos(), false ) ) {
815 inv.remove_item( tmp_it );
816 }
817 }
818
819 // worn items
820 remove_worn_items_with( [this]( item & itm ) {
821 return itm.needs_processing() && itm.process( as_player(), pos(), false );
822 } );
823
824 // Active item processing done, now we're recharging.
825 std::vector<item *> active_worn_items;
826 bool weapon_active = weapon.has_flag( "USE_UPS" ) &&
828 std::vector<size_t> active_held_items;
829 int ch_UPS = 0;
830 for( size_t index = 0; index < inv.size(); index++ ) {
831 item &it = inv.find_item( index );
832 itype_id identifier = it.type->get_id();
833 if( identifier == itype_UPS_off ) {
834 ch_UPS += it.ammo_remaining();
835 } else if( identifier == itype_adv_UPS_off ) {
836 ch_UPS += it.ammo_remaining() / 0.6;
837 }
838 if( it.has_flag( "USE_UPS" ) && it.charges < it.type->maximum_charges() ) {
839 active_held_items.push_back( index );
840 }
841 }
842 bool update_required = get_check_encumbrance();
843 for( item &w : worn ) {
844 if( w.has_flag( "USE_UPS" ) &&
845 w.charges < w.type->maximum_charges() ) {
846 active_worn_items.push_back( &w );
847 }
848 // Necessary for UPS in Aftershock - check worn items for charge
849 const itype_id &identifier = w.typeId();
850 if( identifier == itype_UPS_off ) {
851 ch_UPS += w.ammo_remaining();
852 } else if( identifier == itype_adv_UPS_off ) {
853 ch_UPS += w.ammo_remaining() / 0.6;
854 }
855 if( !update_required && w.encumbrance_update_ ) {
856 update_required = true;
857 }
858 w.encumbrance_update_ = false;
859 }
860 if( update_required ) {
862 }
863 if( has_active_bionic( bionic_id( "bio_ups" ) ) ) {
865 }
866 int ch_UPS_used = 0;
867
868 // Load all items that use the UPS to their minimal functional charge,
869 // The tool is not really useful if its charges are below charges_to_use
870 for( size_t index : active_held_items ) {
871 if( ch_UPS_used >= ch_UPS ) {
872 break;
873 }
874 item &it = inv.find_item( index );
875 ch_UPS_used++;
876 it.charges++;
877 }
878 if( weapon_active && ch_UPS_used < ch_UPS ) {
879 ch_UPS_used++;
880 weapon.charges++;
881 }
882 for( item *worn_item : active_worn_items ) {
883 if( ch_UPS_used >= ch_UPS ) {
884 break;
885 }
886 ch_UPS_used++;
887 worn_item->charges++;
888 }
889 if( ch_UPS_used > 0 ) {
890 use_charges( itype_UPS, ch_UPS_used );
891 }
892}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS("UPS")
static const itype_id itype_UPS_off("UPS_off")
bool get_check_encumbrance()
Definition: character.h:1971
std::vector< item * > active_items()
Definition: inventory.cpp:1089
size_t size() const
Definition: inventory.cpp:167
bool needs_processing() const
Whether the item should be processed (by calling process).
Definition: item.cpp:8808
bool process(player *carrier, const tripoint &pos, bool activate, float insulation=1, temperature_flag flag=temperature_flag::TEMP_NORMAL)
This is called once each turn.
Definition: item.cpp:9469
int maximum_charges() const
Definition: itype.h:1103

References inventory::active_items(), item::ammo_remaining(), Creature::as_player(), bionic_id, item::charges, inventory::find_item(), get_check_encumbrance(), itype::get_id(), get_power_level(), has_active_bionic(), item::has_flag(), inv, itype_adv_UPS_off, itype_UPS, itype_UPS_off, itype::maximum_charges(), item::needs_processing(), pos(), item::process(), inventory::remove_item(), remove_worn_items_with(), reset_encumbrance(), inventory::size(), units::to_kilojoule(), item::type, use_charges(), weapon, and worn.

Referenced by npc::on_load(), and process_turn().

◆ process_one_effect()

void Character::process_one_effect ( effect it,
bool  is_new 
)
overridevirtual

Processes human-specific effects of an effect.

Implements Creature.

Definition at line 326 of file character_turn.cpp.

327{
328 bool reduced = resists_effect( it );
329 double mod = 1;
330 body_part bp = it.get_bp()->token;
331 int val = 0;
332
333 // Still hardcoded stuff, do this first since some modify their other traits
334 hardcoded_effects( it );
335
336 const auto get_effect = [&it, is_new]( const std::string & arg, bool reduced ) {
337 if( is_new ) {
338 return it.get_amount( arg, reduced );
339 }
340 return it.get_mod( arg, reduced );
341 };
342
343 // Handle miss messages
344 auto msgs = it.get_miss_msgs();
345 if( !msgs.empty() ) {
346 for( const auto &i : msgs ) {
347 add_miss_reason( _( i.first ), static_cast<unsigned>( i.second ) );
348 }
349 }
350
351 // Handle health mod
352 val = get_effect( "H_MOD", reduced );
353 if( val != 0 ) {
354 mod = 1;
355 if( is_new || it.activated( calendar::turn, "H_MOD", val, reduced, mod ) ) {
356 int bounded = bound_mod_to_vals(
357 get_healthy_mod(), val, it.get_max_val( "H_MOD", reduced ),
358 it.get_min_val( "H_MOD", reduced ) );
359 // This already applies bounds, so we pass them through.
360 mod_healthy_mod( bounded, get_healthy_mod() + bounded );
361 }
362 }
363
364 // Handle health
365 val = get_effect( "HEALTH", reduced );
366 if( val != 0 ) {
367 mod = 1;
368 if( is_new || it.activated( calendar::turn, "HEALTH", val, reduced, mod ) ) {
370 it.get_max_val( "HEALTH", reduced ), it.get_min_val( "HEALTH", reduced ) ) );
371 }
372 }
373
374 // Handle stim
375 val = get_effect( "STIM", reduced );
376 if( val != 0 ) {
377 mod = 1;
378 if( is_new || it.activated( calendar::turn, "STIM", val, reduced, mod ) ) {
379 mod_stim( bound_mod_to_vals( get_stim(), val, it.get_max_val( "STIM", reduced ),
380 it.get_min_val( "STIM", reduced ) ) );
381 }
382 }
383
384 // Handle hunger
385 val = get_effect( "HUNGER", reduced );
386 if( val != 0 ) {
387 mod = 1;
388 if( is_new || it.activated( calendar::turn, "HUNGER", val, reduced, mod ) ) {
390 val, it.get_max_val( "HUNGER", reduced ), it.get_min_val( "HUNGER", reduced ) ) );
391 }
392 }
393
394 // Handle thirst
395 val = get_effect( "THIRST", reduced );
396 if( val != 0 ) {
397 mod = 1;
398 if( is_new || it.activated( calendar::turn, "THIRST", val, reduced, mod ) ) {
399 mod_thirst( bound_mod_to_vals( get_thirst(), val, it.get_max_val( "THIRST", reduced ),
400 it.get_min_val( "THIRST", reduced ) ) );
401 }
402 }
403
404 // Handle fatigue
405 val = get_effect( "FATIGUE", reduced );
406 // Prevent ongoing fatigue effects while asleep.
407 // These are meant to change how fast you get tired, not how long you sleep.
408 if( val != 0 && !in_sleep_state() ) {
409 mod = 1;
410 if( is_new || it.activated( calendar::turn, "FATIGUE", val, reduced, mod ) ) {
411 mod_fatigue( bound_mod_to_vals( get_fatigue(), val, it.get_max_val( "FATIGUE", reduced ),
412 it.get_min_val( "FATIGUE", reduced ) ) );
413 }
414 }
415
416 // Handle Radiation
417 val = get_effect( "RAD", reduced );
418 if( val != 0 ) {
419 mod = 1;
420 if( is_new || it.activated( calendar::turn, "RAD", val, reduced, mod ) ) {
421 mod_rad( bound_mod_to_vals( get_rad(), val, it.get_max_val( "RAD", reduced ), 0 ) );
422 // Radiation can't go negative
423 if( get_rad() < 0 ) {
424 set_rad( 0 );
425 }
426 }
427 }
428
429 // Handle Pain
430 val = get_effect( "PAIN", reduced );
431 if( val != 0 ) {
432 mod = 1;
433 if( it.get_sizing( "PAIN" ) ) {
434 if( has_trait( trait_FAT ) ) {
435 mod *= 1.5;
436 }
437 if( get_size() == MS_LARGE ) {
438 mod *= 2;
439 }
440 if( get_size() == MS_HUGE ) {
441 mod *= 3;
442 }
443 }
444 if( is_new || it.activated( calendar::turn, "PAIN", val, reduced, mod ) ) {
445 int pain_inc = bound_mod_to_vals( get_pain(), val, it.get_max_val( "PAIN", reduced ), 0 );
446 mod_pain( pain_inc );
447 if( pain_inc > 0 ) {
448 character_funcs::add_pain_msg( *this, val, bp );
449 }
450 }
451 }
452
453 // Handle Damage
454 val = get_effect( "HURT", reduced );
455 if( val != 0 ) {
456 mod = 1;
457 if( it.get_sizing( "HURT" ) ) {
458 if( has_trait( trait_FAT ) ) {
459 mod *= 1.5;
460 }
461 if( get_size() == MS_LARGE ) {
462 mod *= 2;
463 }
464 if( get_size() == MS_HUGE ) {
465 mod *= 3;
466 }
467 }
468 if( is_new || it.activated( calendar::turn, "HURT", val, reduced, mod ) ) {
469 if( bp == num_bp ) {
470 if( val > 5 ) {
471 add_msg_if_player( _( "Your %s HURTS!" ), body_part_name_accusative( bp_torso ) );
472 } else {
473 add_msg_if_player( _( "Your %s hurts!" ), body_part_name_accusative( bp_torso ) );
474 }
475 apply_damage( nullptr, bodypart_id( "torso" ), val, true );
476 } else {
477 if( val > 5 ) {
478 add_msg_if_player( _( "Your %s HURTS!" ), body_part_name_accusative( bp ) );
479 } else {
480 add_msg_if_player( _( "Your %s hurts!" ), body_part_name_accusative( bp ) );
481 }
482 apply_damage( nullptr, convert_bp( bp ).id(), val, true );
483 }
484 }
485 }
486
487 // Handle Sleep
488 val = get_effect( "SLEEP", reduced );
489 if( val != 0 ) {
490 mod = 1;
491 if( ( is_new || it.activated( calendar::turn, "SLEEP", val, reduced, mod ) ) &&
492 !has_effect( efftype_id( "sleep" ) ) ) {
493 add_msg_if_player( _( "You pass out!" ) );
495 }
496 }
497
498 // Handle painkillers
499 val = get_effect( "PKILL", reduced );
500 if( val != 0 ) {
502 if( is_new || it.activated( calendar::turn, "PKILL", val, reduced, mod ) ) {
503 mod_painkiller( bound_mod_to_vals( get_painkiller(), val, it.get_max_val( "PKILL", reduced ), 0 ) );
504 }
505 }
506
507 // Handle coughing
508 mod = 1;
509 val = 0;
510 if( it.activated( calendar::turn, "COUGH", val, reduced, mod ) ) {
511 cough( it.get_harmful_cough() );
512 }
513
514 // Handle vomiting
516 val = 0;
517 if( it.activated( calendar::turn, "VOMIT", val, reduced, mod ) ) {
518 vomit();
519 }
520
521 // Handle stamina
522 val = get_effect( "STAMINA", reduced );
523 if( val != 0 ) {
524 mod = 1;
525 if( is_new || it.activated( calendar::turn, "STAMINA", val, reduced, mod ) ) {
527 it.get_max_val( "STAMINA", reduced ),
528 it.get_min_val( "STAMINA", reduced ) ) );
529 }
530 }
531
532 // Speed and stats are handled in recalc_speed_bonus and reset_stats respectively
533}
int bound_mod_to_vals(int val, int mod, int max, int min)
Clamp the value of a modifier in order to bound the resulting value.
static const trait_id trait_FAT("FAT")
virtual int get_healthy_mod() const
Definition: character.cpp:4157
void cough(bool harmful=false, int loudness=4)
Definition: character.cpp:7560
void hardcoded_effects(effect &it)
Handles the still hard-coded effects.
bool resists_effect(const effect &e) const
Returns true if the creature resists an effect.
Definition: creature.cpp:1315
bool get_sizing(const std::string &arg) const
Returns true if the given modifier type's trigger chance is affected by size mutations.
Definition: effect.cpp:1021
bool get_harmful_cough() const
Returns true if the coughs caused by an effect can harm the player directly.
Definition: effect.cpp:1199
int get_mod(std::string arg, bool reduced=false) const
Returns the matching modifier type from an effect, used for getting actual effect effects.
Definition: effect.cpp:910
int get_max_val(std::string arg, bool reduced=false) const
Returns the maximum value of a modifier type that get_mod() and get_amount() will push the player to.
Definition: effect.cpp:1006
double get_addict_mod(const std::string &arg, int addict_level) const
Returns the modifier caused by addictions.
Definition: effect.cpp:1185
std::vector< std::pair< std::string, int > > get_miss_msgs() const
Returns a vector of the miss message messages and chances for use in add_miss_reason() while the effe...
Definition: effect.cpp:1216
bool activated(const time_point &when, std::string arg, int val, bool reduced=false, double mod=1) const
Checks to see if a given modifier type can activate, and performs any rolls required to do so.
Definition: effect.cpp:1108
int get_min_val(std::string arg, bool reduced=false) const
Returns the minimum value of a modifier type that get_mod() and get_amount() will push the player to.
Definition: effect.cpp:991
void add_pain_msg(const Character &who, int val, body_part bp)
Add message describing how character feels pain.

References _, effect::activated(), add_miss_reason(), Creature::add_msg_if_player(), character_funcs::add_pain_msg(), addiction_level(), apply_damage(), arg(), body_part_name_accusative(), bound_mod_to_vals(), bp_torso, convert_bp(), cough(), efftype_id, fall_asleep(), time_duration::from_turns(), effect::get_addict_mod(), effect::get_amount(), effect::get_bp(), Creature::get_effect(), get_fatigue(), effect::get_harmful_cough(), get_healthy(), get_healthy_mod(), effect::get_max_val(), effect::get_min_val(), effect::get_miss_msgs(), effect::get_mod(), Creature::get_pain(), get_painkiller(), get_rad(), get_size(), effect::get_sizing(), get_stamina(), get_stim(), get_stored_kcal(), get_thirst(), hardcoded_effects(), Creature::has_effect(), has_trait(), in_sleep_state(), max_stored_kcal(), mod_fatigue(), mod_healthy(), mod_healthy_mod(), mod_pain(), mod_painkiller(), mod_rad(), mod_stamina(), mod_stim(), mod_stored_kcal(), mod_thirst(), MS_HUGE, MS_LARGE, num_bp, PKILLER, Creature::resists_effect(), set_rad(), body_part_type::token, trait_FAT, calendar::turn, vomit(), and character_effects::vomit_mod().

Referenced by process_effects_internal().

◆ process_turn()

void Character::process_turn ( )
overridevirtual

Handles end-of-turn processing.

Reimplemented from Creature.

Reimplemented in npc.

Definition at line 165 of file character_turn.cpp.

166{
167 // Has to happen before reset_stats
169
170 for( bionic &i : *my_bionics ) {
171 if( i.incapacitated_time > 0_turns ) {
172 i.incapacitated_time -= 1_turns;
173 if( i.incapacitated_time == 0_turns ) {
174 add_msg_if_player( m_bad, _( "Your %s bionic comes back online." ), i.info().name );
175 }
176 }
177 }
178
180
181 // If we're actively handling something we can't just drop it on the ground
182 // in the middle of handling it
183 if( activity.targets.empty() ) {
185 }
187 // Didn't just pick something up
188 last_item = itype_id( "null" );
189
192 }
193
194 visit_items( [this]( item * e ) {
195 e->process_artifact( as_player(), pos() );
196 e->process_relic( as_player() );
197 return VisitResponse::NEXT;
198 } );
199
200 suffer();
201 // NPCs currently don't make any use of their scent, pointless to calculate it
202 // TODO: make use of NPC scent.
203 if( !is_npc() ) {
206 }
207 const int mask_intensity = get_effect_int( effect_masked_scent );
208
209 // Set our scent towards the norm
210 int norm_scent = 500;
211 int temp_norm_scent = INT_MIN;
212 bool found_intensity = false;
213 for( const trait_id &mut : get_mutations() ) {
214 const cata::optional<int> &scent_intensity = mut->scent_intensity;
215 if( scent_intensity ) {
216 found_intensity = true;
217 temp_norm_scent = std::max( temp_norm_scent, *scent_intensity );
218 }
219 }
220 if( found_intensity ) {
221 norm_scent = temp_norm_scent;
222 }
223
224 for( const trait_id &mut : get_mutations() ) {
225 const cata::optional<int> &scent_mask = mut->scent_mask;
226 if( scent_mask ) {
227 norm_scent += *scent_mask;
228 }
229 }
230
231 //mask from scent altering items;
232 norm_scent += mask_intensity;
233
234 // Scent increases fast at first, and slows down as it approaches normal levels.
235 // Estimate it will take about norm_scent * 2 turns to go from 0 - norm_scent / 2
236 // Without smelly trait this is about 1.5 hrs. Slows down significantly after that.
237 if( scent < rng( 0, norm_scent ) ) {
238 scent++;
239 }
240
241 // Unusually high scent decreases steadily until it reaches normal levels.
242 if( scent > norm_scent ) {
243 scent--;
244 }
245
246 for( const trait_id &mut : get_mutations() ) {
247 scent *= mut.obj().scent_modifier;
248 }
249 }
250
251 // We can dodge again! Assuming we can actually move...
252 if( in_sleep_state() ) {
253 blocks_left = 0;
254 dodges_left = 0;
255 } else if( moves > 0 ) {
258 }
259
260 // auto-learning. This is here because skill-increases happens all over the place:
261 // SkillLevel::readBook (has no connection to the skill or the player),
262 // player::read, player::practice, ...
263 // Check for spontaneous discovery of martial art styles
264 for( auto &style : autolearn_martialart_types() ) {
265 const matype_id &ma( style );
266
267 if( !martial_arts_data->has_martialart( ma ) && can_autolearn_martial_art( *this, ma ) ) {
268 martial_arts_data->add_martialart( ma );
269 add_msg_if_player( m_info, _( "You have learned a new style: %s!" ), ma.obj().name );
270 }
271 }
272
273 // Update time spent conscious in this overmap tile for the Nomad traits.
274 if( !is_npc() && ( has_trait( trait_NOMAD ) || has_trait( trait_NOMAD2 ) ||
275 has_trait( trait_NOMAD3 ) ) &&
278 const point_abs_omt pos = ompos.xy();
279 if( overmap_time.find( pos ) == overmap_time.end() ) {
280 overmap_time[pos] = 1_turns;
281 } else {
282 overmap_time[pos] += 1_turns;
283 }
284 }
285 // Decay time spent in other overmap tiles.
286 if( !is_npc() && calendar::once_every( 1_hours ) ) {
288 const time_point now = calendar::turn;
289 time_duration decay_time = 0_days;
290 if( has_trait( trait_NOMAD ) ) {
291 decay_time = 7_days;
292 } else if( has_trait( trait_NOMAD2 ) ) {
293 decay_time = 14_days;
294 } else if( has_trait( trait_NOMAD3 ) ) {
295 decay_time = 28_days;
296 }
297 auto it = overmap_time.begin();
298 while( it != overmap_time.end() ) {
299 if( it->first == ompos.xy() ) {
300 it++;
301 continue;
302 }
303 // Find the amount of time passed since the player touched any of the overmap tile's submaps.
304 const tripoint_abs_omt tpt( it->first, 0 );
305 const time_point last_touched = overmap_buffer.scent_at( tpt ).creation_time;
306 const time_duration since_visit = now - last_touched;
307 // If the player has spent little time in this overmap tile, let it decay after just an hour instead of the usual extended decay time.
308 const time_duration modified_decay_time = it->second > 5_minutes ? decay_time : 1_hours;
309 if( since_visit > modified_decay_time ) {
310 // Reduce the tracked time spent in this overmap tile.
311 const time_duration decay_amount = std::min( since_visit - modified_decay_time, 1_hours );
312 const time_duration updated_value = it->second - decay_amount;
313 if( updated_value <= 0_turns ) {
314 // We can stop tracking this tile if there's no longer any time recorded there.
315 it = overmap_time.erase( it );
316 continue;
317 } else {
318 it->second = updated_value;
319 }
320 }
321 it++;
322 }
323 }
324}
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_sleep("sleep")
static const trait_id trait_DEBUG_BIONIC_POWER("DEBUG_BIONIC_POWER")
void process_items()
Process active items.
void clear_miss_reasons()
Clears the list of reasons for why the player would miss a melee attack.
Definition: melee.cpp:324
void suffer()
Handles a large number of timers decrementing and other randomized effects.
Definition: suffer.cpp:1470
virtual void process_turn()
Processes effects and bonuses and allocates move points based on speed.
Definition: creature.cpp:156
virtual int get_num_dodges() const
Definition: creature.cpp:1449
virtual int get_num_blocks() const
Definition: creature.cpp:1445
void process_relic(Character *carrier)
Definition: item.cpp:8983
void process_artifact(player *carrier, const tripoint &pos)
Process and apply artifact effects.
Definition: item.cpp:8941
scent_trace scent_at(const tripoint_abs_omt &pos)
Method to retrieve the scent at a given location.
std::vector< item_location > targets
time_point creation_time
Definition: overmap_types.h:15
A point in the game time.
Definition: calendar.h:431
std::vector< matype_id > autolearn_martialart_types()
bool can_autolearn_martial_art(const Character &who, const matype_id &ma_id)
Returns true if the character can learn the entered martial art.

References _, activity, Creature::add_msg_if_player(), Creature::as_player(), autolearn_martialart_types(), blocks_left, can_autolearn_martial_art(), clear_miss_reasons(), scent_trace::creation_time, dodges_left, drop_invalid_inventory(), effect_masked_scent, effect_narcosis, effect_sleep, Creature::get_effect_int(), get_max_power_level(), get_mutations(), Creature::get_num_blocks(), Creature::get_num_dodges(), global_omt_location(), Creature::has_effect(), has_trait(), in_sleep_state(), Creature::is_npc(), itype_id, last_item, m_bad, m_info, martial_arts_data, mod_power_level(), Creature::moves, my_bionics, martialart::name, NEXT, string_id< T >::obj(), calendar::once_every(), overmap_buffer, overmap_time, pos(), item::process_artifact(), process_items(), item::process_relic(), Creature::process_turn(), restore_scent(), rng(), scent, overmapbuffer::scent_at(), suffer(), player_activity::targets, trait_DEBUG_BIONIC_POWER, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, calendar::turn, visitable< Character >::visit_items(), and coords::coord_point< Point, Origin, Scale >::xy().

Referenced by game::do_turn(), npc::process_turn(), and game::start_game().

◆ query_yn() [1/2]

template<typename ... Args>
bool Character::query_yn ( const char *const  msg,
Args &&...  args 
) const
inline

It is supposed to hide the query_yn to simplify player vs.

npc code.

Definition at line 1467 of file character.h.

1467 {
1468 return query_yn( string_format( msg, std::forward<Args>( args ) ... ) );
1469 }

References query_yn(), and string_format().

Referenced by activate_bionic(), can_install_bionics(), feed_reactor_with(), query_yn(), and will_eat().

◆ query_yn() [2/2]

virtual bool Character::query_yn ( const std::string &  msg) const
pure virtual

Implemented in npc, player, and player.

◆ ranged_dex_mod()

int Character::ranged_dex_mod ( ) const
virtual
Dexterity <20 increases ranged penalty

Definition at line 4141 of file character.cpp.

4142{
4143 ///\EFFECT_DEX <20 increases ranged penalty
4144 return std::max( ( 20.0 - get_dex() ) * 0.5, 0.0 );
4145}

References get_dex().

Referenced by draw_stats_info(), get_weapon_dispersion(), and set_stats().

◆ ranged_per_mod()

int Character::ranged_per_mod ( ) const
virtual
Perception <20 increases ranged aiming penalty.

Definition at line 4147 of file character.cpp.

4148{
4149 ///\EFFECT_PER <20 increases ranged aiming penalty.
4150 return std::max( ( 20.0 - get_per() ) * 1.2, 0.0 );
4151}

References get_per().

Referenced by draw_stats_info(), effective_dispersion(), and set_stats().

◆ reach_attack()

void Character::reach_attack ( const tripoint p)

Handles reach melee attack on point p.

Melee >5 allows WHIP_DISARM technique Stabbing decreases chance of hitting intervening target on reach attack Stabbing increases ability to reach attack through fences Strength increases bash effects when reach attacking past something

Definition at line 617 of file melee.cpp.

618{
619 matec_id force_technique = tec_none;
620 /** @EFFECT_MELEE >5 allows WHIP_DISARM technique */
621 if( weapon.has_flag( "WHIP" ) && ( get_skill_level( skill_melee ) > 5 ) && one_in( 3 ) ) {
622 force_technique = matec_id( "WHIP_DISARM" );
623 }
624
625 map &here = get_map();
626 Creature *critter = g->critter_at( p );
627 // Original target size, used when there are monsters in front of our target
628 int target_size = critter != nullptr ? ( critter->get_size() + 1 ) : 2;
629 // Reset last target pos
631 // Max out recoil
633
635 int skill = std::min( 10, get_skill_level( skill_stabbing ) );
636 int t = 0;
637 std::vector<tripoint> path = line_to( pos(), p, t, 0 );
638 tripoint last_point = pos();
639 path.pop_back(); // Last point is our critter
640 for( const tripoint &path_point : path ) {
641 // Possibly hit some unintended target instead
642 Creature *inter = g->critter_at( path_point );
643 int inter_block_size = inter != nullptr ? ( inter->get_size() + 1 ) : 2;
644 /** @EFFECT_STABBING decreases chance of hitting intervening target on reach attack */
645 if( inter != nullptr &&
646 !x_in_y( ( target_size * target_size + 1 ) * skill,
647 ( inter_block_size * inter_block_size + 1 ) * 10 ) ) {
648 // Even if we miss here, low roll means weapon is pushed away or something like that
649 critter = inter;
650 break;
651 } else if( here.obstructed_by_vehicle_rotation( last_point, path_point ) ) {
652 tripoint rand = path_point;
653 if( one_in( 2 ) ) {
654 rand.x = last_point.x;
655 } else {
656 rand.y = last_point.y;
657 }
658
659 here.bash( rand, str_cur + weapon.damage_melee( DT_BASH ) );
662 return;
663 /** @EFFECT_STABBING increases ability to reach attack through fences */
664 } else if( here.impassable( path_point ) &&
665 // Fences etc. Spears can stab through those
666 !( weapon.has_flag( "SPEAR" ) &&
667 g->m.has_flag( "THIN_OBSTACLE", path_point ) &&
668 x_in_y( skill, 10 ) ) ) {
669 /** @EFFECT_STR increases bash effects when reach attacking past something */
670 here.bash( path_point, str_cur + weapon.damage_melee( DT_BASH ) );
673 return;
674 }
675 last_point = path_point;
676 }
677
678 if( here.obstructed_by_vehicle_rotation( last_point, p ) ) {
679 tripoint rand = p;
680 if( one_in( 2 ) ) {
681 rand.x = last_point.x;
682 } else {
683 rand.y = last_point.y;
684 }
685
686 here.bash( rand, str_cur + weapon.damage_melee( DT_BASH ) );
689 return;
690 }
691
692 if( critter == nullptr ) {
693 add_msg_if_player( _( "You swing at the air." ) );
694 if( martial_arts_data->has_miss_recovery_tec( weapon ) ) {
695 move_cost /= 3; // "Probing" is faster than a regular miss
696 }
697
699 return;
700 }
701
702 reach_attacking = true;
703 melee_attack( *critter, false, &force_technique, false );
704 reach_attacking = false;
705}
cata::optional< tripoint > last_target_pos
Definition: character.h:1571
virtual m_size get_size() const =0
bool obstructed_by_vehicle_rotation(const tripoint &from, const tripoint &to) const
Checks if a rotated vehicle is blocking diagonal movement, tripoints must be adjacent.
Definition: map.cpp:6497
bool impassable(const tripoint &p) const
Definition: map.cpp:1795
static const skill_id skill_stabbing("stabbing")
string_id< ma_technique > matec_id
Definition: type_id.h:89

References _, Creature::add_msg_if_player(), attack_cost(), map::bash(), item::damage_melee(), DT_BASH, g, get_map(), Creature::get_size(), get_skill_level(), handle_melee_wear(), item::has_flag(), map::impassable(), last_target_pos, line_to(), martial_arts_data, MAX_RECOIL, melee_attack(), Creature::mod_moves(), move_cost(), cata::nullopt, map::obstructed_by_vehicle_rotation(), one_in(), pos(), reach_attacking, recoil, skill_melee, skill_stabbing, str_cur, tec_none, weapon, tripoint::x, x_in_y(), and tripoint::y.

Referenced by npc::execute_action(), and reach_attack().

◆ react_to_felt_pain()

void Character::react_to_felt_pain ( int  intensity)

Definition at line 860 of file character.cpp.

861{
862 if( intensity <= 0 ) {
863 return;
864 }
865 if( is_player() && intensity >= 2 ) {
866 g->cancel_activity_or_ignore_query( distraction_type::pain, _( "Ouch, something hurts!" ) );
867 }
868 // Only a large pain burst will actually wake people while sleeping.
870 int pain_thresh = rng( 3, 5 );
871
873 pain_thresh += 2;
874 } else if( has_trait( trait_HEAVYSLEEPER2 ) ) {
875 pain_thresh += 5;
876 }
877
878 if( intensity >= pain_thresh ) {
879 wake_up();
880 }
881 }
882}
static const trait_id trait_HEAVYSLEEPER("HEAVYSLEEPER")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")

References _, effect_narcosis, effect_sleep, g, Creature::has_effect(), has_trait(), Creature::is_player(), pain, rng(), trait_HEAVYSLEEPER, trait_HEAVYSLEEPER2, and wake_up().

Referenced by set_pain(), and set_painkiller().

◆ read_speed()

int Character::read_speed ( bool  return_stat_effect = true) const

Returns the player's reading speed.

Intelligence increases reading speed by 3s per level above 8

Definition at line 3479 of file character.cpp.

3480{
3481 // Stat window shows stat effects on based on current stat
3482 const int intel = get_int();
3483 /** @EFFECT_INT increases reading speed by 3s per level above 8*/
3484 int ret = to_moves<int>( 1_minutes ) - to_moves<int>( 3_seconds ) * ( intel - 8 );
3485
3487 ret *= .75;
3488 }
3489
3490 ret *= mutation_value( "reading_speed_multiplier" );
3491
3492 if( ret < to_moves<int>( 1_seconds ) ) {
3493 ret = to_moves<int>( 1_seconds );
3494 }
3495 // return_stat_effect actually matters here
3496 return return_stat_effect ? ret : ret * 100 / to_moves<int>( 1_minutes );
3497}
static const bionic_id afs_bio_linguistic_coprocessor("afs_bio_linguistic_coprocessor")

References afs_bio_linguistic_coprocessor, get_int(), has_bionic(), mutation_value(), and cata::hash64_detail::ret.

Referenced by draw_stats_info(), read_inventory_preset::read_inventory_preset(), set_stats(), npc::time_to_read(), and avatar::time_to_read().

◆ rebuild_mutation_cache()

void Character::rebuild_mutation_cache ( )

Definition at line 7940 of file character.cpp.

7941{
7942 cached_mutations.clear();
7943 for( const std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
7944 cached_mutations.push_back( &mut.first.obj() );
7945 }
7946 for( const trait_id &mut : enchantment_cache->get_mutations() ) {
7947 cached_mutations.push_back( &mut.obj() );
7948 }
7949}

References cached_mutations, enchantment_cache, and my_mutations.

Referenced by set_mutation(), and unset_mutation().

◆ recalc_hp()

void Character::recalc_hp ( )

Recalculates HP after a change to max strength.

Definition at line 1697 of file character.cpp.

1698{
1699 int str_boost_val = 0;
1700 cata::optional<skill_boost> str_boost = skill_boost::get( "str" );
1701 if( str_boost ) {
1702 int skill_total = 0;
1703 for( const std::string &skill_str : str_boost->skills() ) {
1704 skill_total += get_skill_level( skill_id( skill_str ) );
1705 }
1706 str_boost_val = str_boost->calc_bonus( skill_total );
1707 }
1708 // Mutated toughness stacks with starting, by design.
1709 float hp_mod = 1.0f + mutation_value( "hp_modifier" ) + mutation_value( "hp_modifier_secondary" );
1710 float hp_adjustment = mutation_value( "hp_adjustment" ) + ( str_boost_val * 3 );
1711 calc_all_parts_hp( hp_mod, hp_adjustment, get_str_base() );
1712}
void calc_all_parts_hp(float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
Sets hp for all body parts.
Definition: character.cpp:1714
static cata::optional< skill_boost > get(const std::string &stat_str)
Definition: skill_boost.cpp:20

References calc_all_parts_hp(), skill_boost::get(), get_skill_level(), get_str_base(), mutation_value(), and skill_id.

Referenced by apply_mods(), apply_skill_boost(), avatar::create(), mutation_effect(), mutation_loss_effect(), normalize(), player::normalize(), npc::randomize(), reset_scenario(), set_stats(), standard_npc::standard_npc(), and avatar::upgrade_stat().

◆ recalc_sight_limits()

void Character::recalc_sight_limits ( )

Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change:

  • effects
  • bionics
  • traits
  • underwater
  • clothes

Definition at line 1744 of file character.cpp.

1745{
1746 sight_max = 9999;
1747 vision_mode_cache.reset();
1748
1749 // Set sight_max.
1750 if( is_blind() || ( in_sleep_state() && !has_trait( trait_SEESLEEP ) ) ||
1752 sight_max = 0;
1753 } else if( has_effect( effect_boomered ) && ( !( has_trait( trait_PER_SLIME_OK ) ) ) ) {
1754 sight_max = 1;
1756 } else if( has_effect( effect_in_pit ) || has_effect( effect_no_sight ) ||
1760 sight_max = 1;
1761 } else if( has_active_mutation( trait_SHELL2 ) ) {
1762 // You can kinda see out a bit.
1763 sight_max = 2;
1764 } else if( ( has_trait( trait_MYOPIC ) || has_trait( trait_URSINE_EYE ) ) &&
1766 sight_max = 4;
1767 } else if( has_trait( trait_PER_SLIME ) ) {
1768 sight_max = 6;
1769 } else if( has_effect( effect_darkness ) ) {
1771 sight_max = 10;
1772 }
1773
1774 // Debug-only NV
1777 }
1778
1779 float best_bonus_nv = 0.0f;
1780 for( const mutation_branch *mut : cached_mutations ) {
1781 best_bonus_nv = std::max( best_bonus_nv, mut->night_vision_range );
1782 }
1784 ( is_mounted() && mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1785 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1786 }
1787 if( has_nv() ) {
1789 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1790 }
1791 if( has_trait( trait_BIRD_EYE ) ) {
1793 }
1794 if( has_trait( trait_URSINE_EYE ) ) {
1796 }
1797
1798 // +1 because of the ugly -1 in _from_per
1801 nv_range += best_bonus_nv;
1803 nv_range++;
1804 }
1805
1806 // Not exactly a sight limit thing, but related enough
1811 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1813 }
1814
1816 has_effect_with_flag( "EFFECT_SUPER_CLAIRVOYANCE" ) ) {
1819 has_effect_with_flag( "EFFECT_CLAIRVOYANCE_PLUS" ) ) {
1821 } else if( has_artifact_with( AEP_CLAIRVOYANCE ) ||
1822 has_effect_with_flag( "EFFECT_CLAIRVOYANCE" ) ) {
1824 }
1825}
static const bionic_id bio_infrared("bio_infrared")
static const std::string flag_FIX_NEARSIGHT("FIX_NEARSIGHT")
static const efftype_id effect_contacts("contacts")
static const trait_id trait_CEPH_EYES("CEPH_EYES")
static const trait_id trait_INFRARED("INFRARED")
static const trait_id trait_LIZ_IR("LIZ_IR")
static const trait_id trait_URSINE_EYE("URSINE_EYE")
static const trait_id trait_MEMBRANE("MEMBRANE")
static const trait_id trait_MYOPIC("MYOPIC")
static const trait_id trait_BIRD_EYE("BIRD_EYE")
static const efftype_id effect_darkness("darkness")
static const bionic_id bio_membrane("bio_membrane")
static const std::string flag_SWIM_GOGGLES("SWIM_GOGGLES")
static const std::string flag_IR_EFFECT("IR_EFFECT")
static const trait_id trait_DEBUG_NIGHTVISION("DEBUG_NIGHTVISION")
static const trait_id trait_PER_SLIME_OK("PER_SLIME_OK")
static const efftype_id effect_no_sight("no_sight")
@ DARKNESS
Definition: character.h:93
@ URSINE_VISION
Definition: character.h:91
@ IR_VISION
Definition: character.h:94
@ BIRD_EYE
Definition: character.h:90
@ NV_GOGGLES
Definition: character.h:89
@ BOOMERED
Definition: character.h:92
bool has_nv()
Returns true if the player has some form of night vision.
Definition: character.cpp:3641
int sight_max
Definition: character.h:2138
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
float nv_range_from_per(int per)
Definition: character.cpp:1837
float nv_range_from_eye_encumbrance(int enc)
Definition: character.cpp:1843

References AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_SUPER_CLAIRVOYANCE, bio_infrared, bio_membrane, BIRD_EYE, BOOMERED, bp_eyes, cached_mutations, DARKNESS, DEBUG_NIGHTVISION, effect_boomered, effect_contacts, effect_darkness, effect_in_pit, effect_narcosis, effect_no_sight, encumb(), flag_FIX_NEARSIGHT(), flag_IR_EFFECT(), flag_SWIM_GOGGLES(), get_per(), has_active_bionic(), has_active_mutation(), has_artifact_with(), has_bionic(), Creature::has_effect(), Creature::has_effect_with_flag(), has_nv(), has_trait(), in_sleep_state(), IR_VISION, is_blind(), is_mounted(), Creature::is_underwater(), is_wearing(), itype_rm13_armor_on, MF_MECH_RECON_VISION, mounted_creature, NV_GOGGLES, nv_range, vision::nv_range_from_eye_encumbrance(), vision::nv_range_from_per(), sight_max, trait_BIRD_EYE, trait_CEPH_EYES, trait_DEBUG_NIGHTVISION, trait_INFRARED, trait_LIZ_IR, trait_MEMBRANE, trait_MYOPIC, trait_PER_SLIME, trait_PER_SLIME_OK, trait_SEESLEEP, trait_SHELL2, trait_URSINE_EYE, URSINE_VISION, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, vision_mode_cache, and worn_with_flag().

Referenced by add_bionic(), deactivate_mutation(), environmental_revert_effect(), load(), game::load(), mutation_spend_resources(), on_item_takeoff(), on_item_wear(), player::player(), remove_bionic(), reset_stats(), set_mutation(), set_underwater(), player::takeoff(), unset_mutation(), wake_up(), and wear_item().

◆ recalc_speed_bonus()

void Character::recalc_speed_bonus ( )

Calculates the various speed bonuses we will get from mutations, etc.

Definition at line 95 of file character_turn.cpp.

96{
97 // Minus some for weight...
98 int carry_penalty = 0;
99 if( weight_carried() > weight_capacity() && !has_trait( trait_id( "DEBUG_STORAGE" ) ) ) {
100 carry_penalty = 25 * ( weight_carried() - weight_capacity() ) / ( weight_capacity() );
101 }
102 mod_speed_bonus( -carry_penalty );
103
105
108 }
109 // when underweight, you get slower. cumulative with hunger
111
112 for( const auto &maps : *effects ) {
113 for( auto &i : maps.second ) {
114 if( i.second.is_removed() ) {
115 continue;
116 }
117 bool reduced = resists_effect( i.second );
118 mod_speed_bonus( i.second.get_mod( "SPEED", reduced ) );
119 }
120 }
121
122 // add martial arts speed bonus
124
125 // Not sure why Sunlight Dependent is here, but OK
126 // Ectothermic/COLDBLOOD4 is intended to buff folks in the Summer
127 // Threshold-crossing has its charms ;-)
128 if( g != nullptr ) {
129 if( has_trait( trait_SUNLIGHT_DEPENDENT ) && !g->is_in_sunlight( pos() ) ) {
130 mod_speed_bonus( -( g->light_level( posz() ) >= 12 ? 5 : 10 ) );
131 }
132 const float temperature_speed_modifier = mutation_value( "temperature_speed_modifier" );
133 if( temperature_speed_modifier != 0 ) {
134 const auto player_local_temp = get_weather().get_temperature( pos() );
135 if( has_trait( trait_COLDBLOOD4 ) || player_local_temp < 65 ) {
136 mod_speed_bonus( ( player_local_temp - 65 ) * temperature_speed_modifier );
137 }
138 }
139 }
140
142 mod_speed_bonus( 20 );
143 }
145 mod_speed_bonus( -20 );
146 }
147
148 float speed_modifier = Character::mutation_value( "speed_modifier" );
149 set_speed_bonus( static_cast<int>( get_speed() * speed_modifier ) - get_speed_base() );
150
151 if( has_bionic( bio_speed ) ) { // multiply by 1.1
152 set_speed_bonus( static_cast<int>( get_speed() * 1.1 ) - get_speed_base() );
153 }
154
155 double ench_bonus = enchantment_cache->calc_bonus( enchant_vals::mod::SPEED, get_speed() );
156 set_speed_bonus( get_speed() + ench_bonus - get_speed_base() );
157
158 // Speed cannot be less than 25% of base speed, so minimal speed bonus is -75% base speed.
159 const int min_speed_bonus = static_cast<int>( -0.75 * get_speed_base() );
160 if( get_speed_bonus() < min_speed_bonus ) {
161 set_speed_bonus( min_speed_bonus );
162 }
163}
static const trait_id trait_COLDBLOOD4("COLDBLOOD4")
static const trait_id trait_SUNLIGHT_DEPENDENT("SUNLIGHT_DEPENDENT")
static const bionic_id bio_speed("bio_speed")
int mabuff_speed_bonus() const
Returns the speed bonus from martial arts buffs.
virtual int get_speed_bonus() const
Definition: creature.cpp:1683
virtual void set_speed_bonus(int nspeed)
Definition: creature.cpp:1745
virtual void mod_speed_bonus(int nspeed)
Definition: creature.cpp:1762
virtual int get_speed_base() const
Definition: creature.cpp:1679
@ AEP_SPEED_UP
Definition: enums.h:107
@ AEP_SPEED_DOWN
Definition: enums.h:137
int get_thirst_speed_penalty(int thirst)
Returns the penalty to speed from thirst.
int get_kcal_speed_penalty(float kcal_percent)
Returns the penalty to speed from starvation.
stat_mod get_pain_penalty(const Character &ch)
Returns the effect of pain on stats.

References AEP_SPEED_DOWN, AEP_SPEED_UP, bio_speed, Creature::effects, enchantment_cache, g, get_kcal_percent(), character_effects::get_kcal_speed_penalty(), character_effects::get_pain_penalty(), get_speed(), Creature::get_speed_base(), Creature::get_speed_bonus(), weather_manager::get_temperature(), get_thirst(), character_effects::get_thirst_speed_penalty(), get_weather(), has_artifact_with(), has_bionic(), has_trait(), mabuff_speed_bonus(), Creature::mod_speed_bonus(), mutation_value(), pos(), posz(), Creature::resists_effect(), Creature::set_speed_bonus(), stat_mod::speed, enchant_vals::SPEED, trait_COLDBLOOD4, trait_id, trait_SUNLIGHT_DEPENDENT, very_thirsty, weight_capacity(), and weight_carried().

Referenced by reset_stats().

◆ recalculate_enchantment_cache()

void Character::recalculate_enchantment_cache ( )

Definition at line 7899 of file character.cpp.

7900{
7901 // start by resetting the cache
7903
7904 visit_items( [&]( const item * it ) {
7905 for( const enchantment &ench : it->get_enchantments() ) {
7906 if( ench.is_active( *this, *it ) ) {
7907 enchantment_cache->force_add( ench );
7908 }
7909 }
7910 return VisitResponse::NEXT;
7911 } );
7912
7913 // get from traits/ mutations
7914 for( const std::pair<const trait_id, char_trait_data> &mut_map : my_mutations ) {
7915 const mutation_branch &mut = mut_map.first.obj();
7916
7917 for( const enchantment_id &ench_id : mut.enchantments ) {
7918 const enchantment &ench = ench_id.obj();
7919 if( ench.is_active( *this, mut.activated && mut_map.second.powered ) ) {
7920 enchantment_cache->force_add( ench );
7921 }
7922 }
7923 }
7924
7925 for( const bionic &bio : *my_bionics ) {
7926 const bionic_id &bid = bio.id;
7927
7928 for( const enchantment_id &ench_id : bid->enchantments ) {
7929 const enchantment &ench = ench_id.obj();
7930 if( ench.is_active( *this, bio.powered &&
7931 bid->has_flag( STATIC( flag_str_id( "BIONIC_TOGGLED" ) ) ) ) ) {
7932 enchantment_cache->force_add( ench );
7933 }
7934 }
7935 }
7936
7938}
void rebuild_mutation_cache()
Definition: character.cpp:7940
bool is_active(const Character &guy, const item &parent) const
std::vector< enchantment > get_enchantments() const
Definition: item.cpp:6858
bool activated
Definition: mutation.h:93

References enchantment_cache, item::get_enchantments(), NEXT, and visitable< Character >::visit_items().

Referenced by activate_bionic(), activate_mutation(), add_bionic(), deactivate_bionic(), deactivate_mutation(), on_mutation_gain(), on_mutation_loss(), remove_bionic(), reset(), update_body(), and player::use().

◆ recalculate_size()

void Character::recalculate_size ( )

Recalculate size class of character.

Definition at line 246 of file mutation.cpp.

247{
249 // Only one size-changing mutation is expected, so it will only use the first one it finds.
250 for( const mutation_branch *mut : cached_mutations ) {
251 if( mut->body_size ) {
252 size_class = *mut->body_size;
253 break;
254 }
255 }
256}

References cached_mutations, MS_MEDIUM, and size_class.

Referenced by load(), mutation_effect(), and mutation_loss_effect().

◆ recoil_mode()

double Character::recoil_mode ( ) const

◆ recoil_total()

double Character::recoil_total ( ) const

Current total maximum recoil penalty from all sources.

Definition at line 2064 of file ranged.cpp.

2065{
2066 return recoil + recoil_vehicle();
2067}
double recoil_vehicle() const
Get maximum recoil penalty due to vehicle motion.
Definition: ranged.cpp:2052

References recoil, and recoil_vehicle().

Referenced by player::fire_gun(), npc::method_of_attack(), npc::move(), target_ui::panel_recoil(), and npc::wont_hit_friend().

◆ recoil_vehicle()

double Character::recoil_vehicle ( ) const

Get maximum recoil penalty due to vehicle motion.

Definition at line 2052 of file ranged.cpp.

2053{
2054 // TODO: vary penalty dependent upon vehicle part on which player is boarded
2055
2056 if( in_vehicle ) {
2057 if( const optional_vpart_position vp = get_map().veh_at( pos() ) ) {
2058 return static_cast<double>( std::abs( vp->vehicle().velocity ) ) * 3 / 100;
2059 }
2060 }
2061 return 0;
2062}

References get_map(), in_vehicle, and pos().

Referenced by player::fire_gun(), print_aim(), and recoil_total().

◆ reduce_healing_effect()

int Character::reduce_healing_effect ( const efftype_id eff_id,
int  remove_med,
const bodypart_id hurt 
)

Reduce healing effect intensity, return initial intensity of the effect.

Definition at line 8529 of file character.cpp.

8531{
8532 const body_part hurt_token = hurt->token;
8533 effect &e = get_effect( eff_id, hurt_token );
8534 int intensity = e.get_intensity();
8535 if( remove_med < intensity ) {
8536 if( eff_id == effect_bandaged ) {
8537 add_msg_if_player( m_bad, _( "Bandages on your %s were damaged!" ), body_part_name( hurt_token ) );
8538 } else if( eff_id == effect_disinfected ) {
8539 add_msg_if_player( m_bad, _( "You got some filth on your disinfected %s!" ),
8540 body_part_name( hurt_token ) );
8541 }
8542 } else {
8543 if( eff_id == effect_bandaged ) {
8544 add_msg_if_player( m_bad, _( "Bandages on your %s were destroyed!" ),
8545 body_part_name( hurt_token ) );
8546 } else if( eff_id == effect_disinfected ) {
8547 add_msg_if_player( m_bad, _( "Your %s is no longer disinfected!" ), body_part_name( hurt_token ) );
8548 }
8549 }
8550 e.mod_duration( -6_hours * remove_med );
8551 return intensity;
8552}

References _, Creature::add_msg_if_player(), body_part_name(), effect_bandaged, effect_disinfected, Creature::get_effect(), effect::get_intensity(), m_bad, and effect::mod_duration().

Referenced by apply_damage().

◆ regen()

void Character::regen ( int  rate_multiplier)

Handles passive regeneration of pain and maybe hp.

Definition at line 4560 of file character.cpp.

4561{
4562 int pain_ticks = rate_multiplier;
4563 while( get_pain() > 0 && pain_ticks-- > 0 ) {
4564 mod_pain( -roll_remainder( ( 0.2f + get_pain() / 50.0f ) * ( 1.0f +
4565 mutation_value( "pain_recovery" ) ) ) );
4566 }
4567
4568 float rest = rest_quality();
4569 float heal_rate = healing_rate( rest ) * to_turns<int>( 5_minutes );
4570 if( heal_rate > 0.0f ) {
4571 healall( roll_remainder( rate_multiplier * heal_rate ) );
4572 } else if( heal_rate < 0.0f ) {
4573 int rot_rate = roll_remainder( rate_multiplier * -heal_rate );
4574 // Has to be in loop because some effects depend on rounding
4575 while( rot_rate-- > 0 ) {
4576 hurtall( 1, nullptr, false );
4577 }
4578 }
4579
4580 // include healing effects
4581 for( int i = 0; i < num_hp_parts; i++ ) {
4582 const bodypart_id &bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
4583 float healing = healing_rate_medicine( rest, bp ) * to_turns<int>( 5_minutes );
4584
4585 int healing_apply = roll_remainder( healing );
4586 healed_bp( i, healing_apply );
4587 heal( bp, healing_apply );
4588 if( damage_bandaged[i] > 0 ) {
4589 damage_bandaged[i] -= healing_apply;
4590 if( damage_bandaged[i] <= 0 ) {
4591 damage_bandaged[i] = 0;
4592 remove_effect( effect_bandaged, bp->token );
4593 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4594 }
4595 }
4596 if( damage_disinfected[i] > 0 ) {
4597 damage_disinfected[i] -= healing_apply;
4598 if( damage_disinfected[i] <= 0 ) {
4599 damage_disinfected[i] = 0;
4600 remove_effect( effect_disinfected, bp->token );
4601 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4602 }
4603 }
4604
4605 // remove effects if the limb was healed by other way
4606 if( has_effect( effect_bandaged, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4607 damage_bandaged[i] = 0;
4608 remove_effect( effect_bandaged, bp->token );
4609 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4610 }
4611 if( has_effect( effect_disinfected, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4612 damage_disinfected[i] = 0;
4613 remove_effect( effect_disinfected, bp->token );
4614 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4615 }
4616 }
4617
4618 if( get_rad() > 0 ) {
4619 mod_rad( -roll_remainder( rate_multiplier / 50.0f ) );
4620 }
4621}
float healing_rate(float at_rest_quality) const
Average hit points healed per turn.
Definition: character.cpp:6676
float healing_rate_medicine(float at_rest_quality, const bodypart_id &bp) const
Average hit points healed per turn from healing effects.
Definition: character.cpp:6718
void healed_bp(int bp, int amount)
Definition: character.cpp:7787

References _, Creature::add_msg_if_player(), body_part_name(), convert_bp(), damage_bandaged, damage_disinfected, effect_bandaged, effect_disinfected, Creature::get_pain(), Creature::get_part(), get_rad(), Creature::has_effect(), heal(), healall(), healed_bp(), healing_rate(), healing_rate_medicine(), hp_to_bp(), hurtall(), string_id< T >::id(), mod_pain(), mod_rad(), mutation_value(), num_hp_parts, Creature::remove_effect(), rest_quality(), and roll_remainder().

Referenced by update_body().

◆ rem_addiction()

void Character::rem_addiction ( add_type  type)

Removes an addition from the player.

Definition at line 1948 of file suffer.cpp.

1949{
1950 auto iter = std::find_if( addictions.begin(), addictions.end(),
1951 [type]( const addiction & ad ) {
1952 return ad.type == type;
1953 } );
1954
1955 if( iter != addictions.end() ) {
1956 addictions.erase( iter );
1957 g->events().send<event_type::loses_addiction>( getID(), type );
1958 }
1959}

References addictions, g, getID(), loses_addiction, and type.

Referenced by marloss_common(), iuse::mycus(), and suffer_from_addictions().

◆ rem_morale()

void Character::rem_morale ( const morale_type type)

◆ remove_bionic()

void Character::remove_bionic ( const bionic_id b)

Removes a bionic from my_bionics[].

Definition at line 2569 of file bionics.cpp.

2570{
2571 bionic_collection new_my_bionics;
2572 // any spells you should not forget due to still having a bionic installed that has it.
2573 std::set<spell_id> cbm_spells;
2574 for( bionic &i : *my_bionics ) {
2575 if( b == i.id ) {
2576 continue;
2577 }
2578
2579 // Linked bionics: if either is removed, the other is removed as well.
2580 if( b->is_included( i.id ) || i.id->is_included( b ) ) {
2581 continue;
2582 }
2583
2584 for( const std::pair<const spell_id, int> &spell_pair : i.id->learned_spells ) {
2585 cbm_spells.emplace( spell_pair.first );
2586 }
2587
2588 new_my_bionics.push_back( bionic( i.id, i.invlet ) );
2589 }
2590
2591 // any spells you learn from installing a bionic you forget.
2592 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2593 if( cbm_spells.count( spell_pair.first ) == 0 ) {
2594 magic->forget_spell( spell_pair.first );
2595 }
2596 }
2597
2598 *my_bionics = new_my_bionics;
2601 if( !b->enchantments.empty() ) {
2603 }
2604}

References b, magic, my_bionics, recalc_sight_limits(), recalculate_enchantment_cache(), and reset_encumbrance().

Referenced by perform_install(), perform_uninstall(), and uninstall_bionic().

◆ remove_child_flag()

void Character::remove_child_flag ( const trait_id flag)

Removes the mutation's child flag from the player's list.

Definition at line 1486 of file mutation.cpp.

1487{
1488 for( auto &elem : flag->replacements ) {
1489 const trait_id &tmp = elem;
1490 if( has_trait( tmp ) ) {
1491 remove_mutation( tmp );
1492 return;
1493 } else if( has_child_flag( tmp ) ) {
1494 remove_child_flag( tmp );
1495 return;
1496 }
1497 }
1498}

References has_child_flag(), has_trait(), remove_child_flag(), remove_mutation(), and mutation_branch::replacements.

Referenced by mutate_towards(), and remove_child_flag().

◆ remove_mission_items()

void Character::remove_mission_items ( int  mission_id)

Definition at line 2633 of file character.cpp.

2634{
2635 if( mission_id == -1 ) {
2636 return;
2637 }
2638 remove_items_with( has_mission_item_filter { mission_id } );
2639}

References visitable< Character >::remove_items_with().

◆ remove_mutation()

void Character::remove_mutation ( const trait_id mut,
bool  silent = false 
)

Removes a mutation, downgrading to the previous level if possible.

Definition at line 1328 of file mutation.cpp.

1329{
1330 const auto &mdata = mut.obj();
1331 // Check if there's a prerequisite we should shrink back into
1332 trait_id replacing = trait_id::NULL_ID();
1333 std::vector<trait_id> originals = mdata.prereqs;
1334 for( size_t i = 0; !replacing && i < originals.size(); i++ ) {
1335 trait_id pre = originals[i];
1336 const auto &p = pre.obj();
1337 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1338 if( p.replacements[j] == mut ) {
1339 replacing = pre;
1340 }
1341 }
1342 }
1343
1344 trait_id replacing2 = trait_id::NULL_ID();
1345 std::vector<trait_id> originals2 = mdata.prereqs2;
1346 for( size_t i = 0; !replacing2 && i < originals2.size(); i++ ) {
1347 trait_id pre2 = originals2[i];
1348 const auto &p = pre2.obj();
1349 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1350 if( p.replacements[j] == mut ) {
1351 replacing2 = pre2;
1352 }
1353 }
1354 }
1355
1356 // See if this mutation is canceled by a base trait
1357 //Only if there's no prerequisite to shrink to, thus we're at the bottom of the trait line
1358 if( !replacing ) {
1359 //Check each mutation until we reach the end or find a trait to revert to
1360 for( auto &iter : mutation_branch::get_all() ) {
1361 //See if it's in our list of base traits but not active
1362 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1363 //See if that base trait cancels the mutation we are using
1364 std::vector<trait_id> traitcheck = iter.cancels;
1365 if( !traitcheck.empty() ) {
1366 for( size_t j = 0; !replacing && j < traitcheck.size(); j++ ) {
1367 if( traitcheck[j] == mut ) {
1368 replacing = ( iter.id );
1369 }
1370 }
1371 }
1372 }
1373 if( replacing ) {
1374 break;
1375 }
1376 }
1377 }
1378
1379 // Duplicated for prereq2
1380 if( !replacing2 ) {
1381 //Check each mutation until we reach the end or find a trait to revert to
1382 for( auto &iter : mutation_branch::get_all() ) {
1383 //See if it's in our list of base traits but not active
1384 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1385 //See if that base trait cancels the mutation we are using
1386 std::vector<trait_id> traitcheck = iter.cancels;
1387 if( !traitcheck.empty() ) {
1388 for( size_t j = 0; !replacing2 && j < traitcheck.size(); j++ ) {
1389 if( traitcheck[j] == mut && ( iter.id ) != replacing ) {
1390 replacing2 = ( iter.id );
1391 }
1392 }
1393 }
1394 }
1395 if( replacing2 ) {
1396 break;
1397 }
1398 }
1399 }
1400
1401 // make sure we don't toggle a mutation or trait twice, or it will cancel itself out.
1402 if( replacing == replacing2 ) {
1403 replacing2 = trait_id::NULL_ID();
1404 }
1405
1406 // This should revert back to a removed base trait rather than simply removing the mutation
1407 unset_mutation( mut );
1408
1409 bool mutation_replaced = false;
1410
1411 game_message_type rating;
1412
1413 if( replacing ) {
1414 const auto &replace_mdata = replacing.obj();
1415 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1416 rating = m_mixed;
1417 } else if( replace_mdata.points - mdata.points > 0 ) {
1418 rating = m_good;
1419 } else if( mdata.points - replace_mdata.points > 0 ) {
1420 rating = m_bad;
1421 } else {
1422 rating = m_neutral;
1423 }
1424 if( !silent ) {
1425 add_msg_player_or_npc( rating,
1426 _( "Your %1$s mutation turns into %2$s." ),
1427 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1428 mdata.name(), replace_mdata.name() );
1429 }
1430 set_mutation( replacing );
1431 mutation_replaced = true;
1432 }
1433 if( replacing2 ) {
1434 const auto &replace_mdata = replacing2.obj();
1435 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1436 rating = m_mixed;
1437 } else if( replace_mdata.points - mdata.points > 0 ) {
1438 rating = m_good;
1439 } else if( mdata.points - replace_mdata.points > 0 ) {
1440 rating = m_bad;
1441 } else {
1442 rating = m_neutral;
1443 }
1444 if( !silent ) {
1445 add_msg_player_or_npc( rating,
1446 _( "Your %1$s mutation turns into %2$s." ),
1447 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1448 mdata.name(), replace_mdata.name() );
1449 }
1450 set_mutation( replacing2 );
1451 mutation_replaced = true;
1452 }
1453 if( !mutation_replaced ) {
1454 if( mdata.mixed_effect ) {
1455 rating = m_mixed;
1456 } else if( mdata.points > 0 ) {
1457 rating = m_bad;
1458 } else if( mdata.points < 0 ) {
1459 rating = m_good;
1460 } else {
1461 rating = m_neutral;
1462 }
1463 if( !silent ) {
1464 add_msg_player_or_npc( rating,
1465 _( "You lose your %s mutation." ),
1466 _( "<npcname> loses their %s mutation." ),
1467 mdata.name() );
1468 }
1469 }
1470
1473}
@ silent
Definition: weather_type.h:56

References _, Creature::add_msg_player_or_npc(), drench_mut_calc(), mutation_branch::get_all(), has_base_trait(), has_trait(), m_bad, m_good, m_mixed, m_neutral, string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), set_highest_cat_level(), set_mutation(), silent, and unset_mutation().

Referenced by do_purify(), player::load(), mutate(), mutate_towards(), old_mutate(), perform_install(), iuse::purify_iv(), iuse::purify_smart(), remove_child_flag(), and debug_menu::wishmutate().

◆ remove_weapon()

item Character::remove_weapon ( )

Definition at line 2620 of file character.cpp.

2621{
2622 item tmp = weapon;
2623 weapon = item();
2624 clear_npc_ai_info_cache( "weapon_value" );
2625 return tmp;
2626}

References clear_npc_ai_info_cache(), and weapon.

Referenced by talk_function::drop_weapon(), melee_special_effects(), perform_technique(), mattack::pull_metal_weapon(), smash(), npc::stow_item(), and use_amount().

◆ remove_worn_items_with()

std::list< item > Character::remove_worn_items_with ( std::function< bool(item &)>  filter)

Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked).

If the filter function returns true, the item is removed.

Definition at line 2399 of file character.cpp.

2400{
2401 std::list<item> result;
2402 for( auto iter = worn.begin(); iter != worn.end(); ) {
2403 if( filter( *iter ) ) {
2404 iter->on_takeoff( *this );
2405 result.splice( result.begin(), worn, iter++ );
2406 } else {
2407 ++iter;
2408 }
2409 }
2410 return result;
2411}

References worn.

Referenced by mutation_effect(), and process_items().

◆ reset()

void Character::reset ( )
overridevirtual

Handles stat and bonus reset.

Reimplemented from Creature.

Definition at line 3634 of file character.cpp.

3635{
3637 // TODO: Move reset_stats here, remove it from Creature
3639}
virtual void reset()
Handles stat and bonus reset.
Definition: creature.cpp:125

References recalculate_enchantment_cache(), and Creature::reset().

Referenced by activate_bionic(), deactivate_bionic(), game::load(), and set_stats().

◆ reset_bonuses()

void Character::reset_bonuses ( )
overridevirtual

Resets the value of all bonus fields to 0.

Reimplemented from Creature.

Definition at line 4537 of file character.cpp.

4538{
4539 // Reset all bonuses to 0 and multipliers to 1.0
4540 str_bonus = 0;
4541 dex_bonus = 0;
4542 per_bonus = 0;
4543 int_bonus = 0;
4544
4546}
virtual void reset_bonuses()
Resets the value of all bonus fields to 0.
Definition: creature.cpp:139

References dex_bonus, int_bonus, per_bonus, Creature::reset_bonuses(), and str_bonus.

◆ reset_chargen_attributes()

void Character::reset_chargen_attributes ( )

Definition at line 6792 of file character.cpp.

6793{
6794 init_age = 25;
6795 init_height = 175;
6796}

References init_age, and init_height.

◆ reset_encumbrance()

◆ reset_remote_fuel()

void Character::reset_remote_fuel ( )

Definition at line 1441 of file bionics.cpp.

1442{
1443 if( get_bionic_fueled_with( item( fuel_type_sun_light ) ).empty() ) {
1444 remove_value( "sunlight" );
1445 }
1446 remove_value( "rem_battery" );
1447}

References fuel_type_sun_light, get_bionic_fueled_with(), and Creature::remove_value().

Referenced by iuse::cable_attach(), and deactivate_bionic().

◆ reset_stats()

void Character::reset_stats ( )
overridevirtual

Resets stats, and applies effects in an idempotent manner.

Implements Creature.

Definition at line 580 of file character_turn.cpp.

581{
582 const int current_stim = get_stim();
583
584 // Trait / mutation buffs
586 add_miss_reason( _( "Your thick scales get in the way." ), 2 );
587 }
589 add_miss_reason( _( "Your chitin gets in the way." ), 1 );
590 }
592 mod_per_bonus( 2 );
593 }
595 add_miss_reason( _( "Your insect limbs get in the way." ), 2 );
596 }
598 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
599 mod_dex_bonus( 1 );
600 } else {
601 mod_dex_bonus( -1 );
602 add_miss_reason( _( "Your clothing restricts your insect arms." ), 1 );
603 }
604 }
605 if( has_trait( trait_WEBBED ) ) {
606 add_miss_reason( _( "Your webbed hands get in the way." ), 1 );
607 }
609 add_miss_reason( _( "Your arachnid limbs get in the way." ), 4 );
610 }
612 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
613 mod_dex_bonus( 2 );
614 } else if( !exclusive_flag_coverage( "OVERSIZE" ).test( bp_torso ) ) {
615 mod_dex_bonus( -2 );
616 add_miss_reason( _( "Your clothing constricts your arachnid limbs." ), 2 );
617 }
618 }
619 const auto set_fake_effect_dur = [this]( const efftype_id & type, const time_duration & dur ) {
620 effect &eff = get_effect( type );
621 if( eff.get_duration() == dur ) {
622 return;
623 }
624
625 if( eff.is_null() && dur > 0_turns ) {
626 add_effect( type, dur, num_bp );
627 } else if( dur > 0_turns ) {
628 eff.set_duration( dur );
629 } else {
631 }
632 };
633 // Painkiller
634 set_fake_effect_dur( effect_pkill, 1_turns * get_painkiller() );
635
636 // Pain
637 if( get_perceived_pain() > 0 ) {
638 const stat_mod ppen = character_effects::get_pain_penalty( *this );
639 mod_str_bonus( -ppen.strength );
640 mod_dex_bonus( -ppen.dexterity );
642 mod_per_bonus( -ppen.perception );
643 if( ppen.dexterity > 0 ) {
644 add_miss_reason( _( "Your pain distracts you!" ), static_cast<unsigned>( ppen.dexterity ) );
645 }
646 }
647
648 // Radiation
649 set_fake_effect_dur( effect_irradiated, 1_turns * get_rad() );
650 // Morale
651 const int morale = get_morale_level();
652 set_fake_effect_dur( effect_happy, 1_turns * morale );
653 set_fake_effect_dur( effect_sad, 1_turns * -morale );
654
655 // Stimulants
656 set_fake_effect_dur( effect_stim, 1_turns * current_stim );
657 set_fake_effect_dur( effect_depressants, 1_turns * -current_stim );
658 if( has_trait( trait_STIMBOOST ) ) {
659 set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 60 ) );
660 } else {
661 set_fake_effect_dur( effect_stim_overdose, 1_turns * ( current_stim - 30 ) );
662 }
663 // Starvation
664 if( get_kcal_percent() < 0.95f ) {
665 // kcal->percentage of base str
666 static const std::vector<std::pair<float, float>> starv_thresholds = { {
667 std::make_pair( 0.0f, 0.5f ),
668 std::make_pair( 0.8f, 0.1f ),
669 std::make_pair( 0.95f, 0.0f )
670 }
671 };
672
673 const int str_penalty = std::floor( multi_lerp( starv_thresholds, get_kcal_percent() ) );
674 add_miss_reason( _( "You're weak from hunger." ),
675 static_cast<unsigned>( str_penalty / 2 ) );
676 mod_str_bonus( -str_penalty );
677 mod_dex_bonus( -( str_penalty / 2 ) );
678 mod_int_bonus( -( str_penalty / 2 ) );
679 }
680 // Thirst
681 set_fake_effect_dur( effect_thirsty, 1_turns * ( get_thirst() - thirst_levels::very_thirsty ) );
683 set_fake_effect_dur( effect_sleep_deprived, 1_turns * get_sleep_deprivation() );
684 } else if( has_effect( effect_sleep_deprived ) ) {
686 }
687
688 // Dodge-related effects
690 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) / 20.0f - encumb( bp_torso ) / 10.0f );
691 // Whiskers don't work so well if they're covered
692 if( has_trait( trait_WHISKERS ) && !wearing_something_on( bodypart_id( "mouth" ) ) ) {
693 mod_dodge_bonus( 1.5 );
694 }
696 mod_dodge_bonus( 3 );
697 }
698 // depending on mounts size, attacks will hit the mount and use their dodge rating.
699 // if they hit the player, the player cannot dodge as effectively.
700 if( is_mounted() ) {
701 mod_dodge_bonus( -4 );
702 }
703 // Spider hair is basically a full-body set of whiskers, once you get the brain for it
705 static const std::array<bodypart_id, 5> parts{ { bodypart_id( "head" ), bodypart_id( "arm_r" ), bodypart_id( "arm_l" ), bodypart_id( "leg_r" ), bodypart_id( "leg_l" ) } };
706 for( const bodypart_id &bp : parts ) {
707 if( !wearing_something_on( bp ) ) {
708 mod_dodge_bonus( +1 );
709 }
710 }
711 // Torso handled separately, bigger bonus
712 if( !wearing_something_on( bodypart_id( "torso" ) ) ) {
713 mod_dodge_bonus( 4 );
714 }
715 }
716
717 // Apply static martial arts buffs
718 martial_arts_data->ma_static_effects( *this );
719
720 if( calendar::once_every( 1_minutes ) ) {
722 }
723
724 // Effects
725 for( const auto &maps : *effects ) {
726 for( auto i : maps.second ) {
727 const auto &it = i.second;
728 if( it.is_removed() ) {
729 continue;
730 }
731 bool reduced = resists_effect( it );
732 mod_str_bonus( it.get_mod( "STR", reduced ) );
733 mod_dex_bonus( it.get_mod( "DEX", reduced ) );
734 mod_per_bonus( it.get_mod( "PER", reduced ) );
735 mod_int_bonus( it.get_mod( "INT", reduced ) );
736 }
737 }
738
739 // Bionic buffs
741 mod_str_bonus( 20 );
742 }
743
748
749 // Trait / mutation buffs
750 mod_str_bonus( std::floor( mutation_value( "str_modifier" ) ) );
751 mod_dodge_bonus( std::floor( mutation_value( "dodge_modifier" ) ) );
752
754
755 nv_cached = false;
756
757 // Reset our stats to normal levels
758 // Any persistent buffs/debuffs will take place in effects,
759 // player::suffer(), etc.
760
761 // repopulate the stat fields
766
767 // Floor for our stats. No stat changes should occur after this!
768 if( dex_cur < 0 ) {
769 dex_cur = 0;
770 }
771 if( str_cur < 0 ) {
772 str_cur = 0;
773 }
774 if( per_cur < 0 ) {
775 per_cur = 0;
776 }
777 if( int_cur < 0 ) {
778 int_cur = 0;
779 }
780
783}
float multi_lerp(const std::vector< std::pair< float, float > > &points, float x)
From points, finds p1 and p2 such that p1.first < x < p2.first Then linearly interpolates between p1....
static const efftype_id effect_sad("sad")
static const efftype_id effect_pkill("pkill")
static const trait_id trait_ARACHNID_ARMS("ARACHNID_ARMS")
static const trait_id trait_THICK_SCALES("THICK_SCALES")
static const trait_id trait_COMPOUND_EYES("COMPOUND_EYES")
static const trait_id trait_WEBBED("WEBBED")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_irradiated("irradiated")
static const trait_id trait_CHITIN3("CHITIN3")
static const trait_id trait_CHITIN2("CHITIN2")
static const trait_id trait_STIMBOOST("STIMBOOST")
static const trait_id trait_CHITIN_FUR3("CHITIN_FUR3")
static const trait_id trait_WHISKERS("WHISKERS")
static const efftype_id effect_thirsty("thirsty")
static const trait_id trait_WHISKERS_RAT("WHISKERS_RAT")
static const trait_id trait_INSECT_ARMS_OK("INSECT_ARMS_OK")
static const trait_id trait_ARACHNID_ARMS_OK("ARACHNID_ARMS_OK")
static const efftype_id effect_stim_overdose("stim_overdose")
static const efftype_id effect_stim("stim")
static const efftype_id effect_happy("happy")
static const efftype_id effect_depressants("depressants")
static const efftype_id effect_sleep_deprived("sleep_deprived")
static const trait_id trait_INSECT_ARMS("INSECT_ARMS")
virtual int get_str_bonus() const
Definition: character.cpp:4110
virtual int get_int_bonus() const
Definition: character.cpp:4122
int get_mod_stat_from_bionic(const character_stat &Stat) const
Get stat bonus from bionic.
Definition: character.cpp:2221
float mabuff_dodge_bonus() const
Returns the dodge bonus from martial arts buffs.
virtual int get_per_bonus() const
Definition: character.cpp:4118
void apply_skill_boost()
Applies skill-based boosts to stats.
Definition: character.cpp:3558
void recalc_speed_bonus()
Calculates the various speed bonuses we will get from mutations, etc.
virtual int get_dex_bonus() const
Definition: character.cpp:4114
virtual void mod_dodge_bonus(float ndodge)
Definition: creature.cpp:1766
void update_mental_focus(Character &who)
Uses calc_focus_change to update the player's current focus.

References _, Creature::add_effect(), add_miss_reason(), apply_skill_boost(), bio_hydraulics, bp_leg_l, bp_leg_r, bp_torso, dex_cur, dex_max, stat_mod::dexterity, DEXTERITY, effect_depressants, effect_happy, effect_irradiated, effect_pkill, effect_sad, effect_sleep_deprived, effect_stim, effect_stim_overdose, effect_thirsty, Creature::effects, encumb(), exclusive_flag_coverage(), get_dex_bonus(), effect::get_duration(), Creature::get_effect(), get_int_bonus(), get_kcal_percent(), get_mod_stat_from_bionic(), get_morale_level(), character_effects::get_pain_penalty(), get_painkiller(), get_per_bonus(), get_perceived_pain(), get_rad(), get_sleep_deprivation(), get_stim(), get_str_bonus(), get_thirst(), harmless, has_active_bionic(), Creature::has_effect(), has_trait(), int_cur, int_max, stat_mod::intelligence, INTELLIGENCE, is_mounted(), effect::is_null(), mabuff_dodge_bonus(), martial_arts_data, mod_dex_bonus(), Creature::mod_dodge_bonus(), mod_int_bonus(), mod_per_bonus(), mod_str_bonus(), morale, multi_lerp(), mutation_value(), num_bp, nv_cached, calendar::once_every(), per_cur, per_max, stat_mod::perception, PERCEPTION, recalc_sight_limits(), recalc_speed_bonus(), Creature::remove_effect(), Creature::resists_effect(), effect::set_duration(), str_cur, str_max, stat_mod::strength, STRENGTH, trait_ARACHNID_ARMS, trait_ARACHNID_ARMS_OK, trait_CHITIN2, trait_CHITIN3, trait_CHITIN_FUR3, trait_COMPOUND_EYES, trait_INSECT_ARMS, trait_INSECT_ARMS_OK, trait_STIMBOOST, trait_THICK_SCALES, trait_WEBBED, trait_WHISKERS, trait_WHISKERS_RAT, type, character_funcs::update_mental_focus(), very_thirsty, and wearing_something_on().

Referenced by debug_menu::character_edit_menu().

◆ rest_quality()

float Character::rest_quality ( ) const

Returns >0 if character is sitting/lying and relatively inactive.

1 represents sleep on comfortable bed, so anything above that should be rare.

Definition at line 6468 of file character.cpp.

6469{
6470 // Just a placeholder for now.
6471 // TODO: Waiting/reading/being unconscious on bed/sofa/grass
6472 return has_effect( effect_sleep ) ? 1.0f : 0.0f;
6473}

References effect_sleep, and Creature::has_effect().

Referenced by mend(), and regen().

◆ restore_scent()

void Character::restore_scent ( )

restore scent after masked_scent effect run out or is removed by water

Definition at line 8674 of file character.cpp.

8675{
8676 const std::string prev_scent = get_value( "prev_scent" );
8677 if( !prev_scent.empty() ) {
8679 set_type_of_scent( scenttype_id( prev_scent ) );
8680 remove_value( "prev_scent" );
8681 remove_value( "waterproof_scent" );
8682 add_msg_if_player( m_info, _( "You smell like yourself again." ) );
8683 }
8684}
static const efftype_id effect_masked_scent("masked_scent")
void set_type_of_scent(const scenttype_id &id)
Definition: character.cpp:8664
string_id< scent_type > scenttype_id
Definition: type_id.h:42

References _, Creature::add_msg_if_player(), effect_masked_scent, Creature::get_value(), m_info, Creature::remove_effect(), Creature::remove_value(), and set_type_of_scent().

Referenced by drench(), and process_turn().

◆ resume_backlog_activity()

void Character::resume_backlog_activity ( )

Definition at line 9174 of file character.cpp.

9175{
9176 if( !backlog.empty() && backlog.front().auto_resume ) {
9177 activity = backlog.front();
9178 backlog.pop_front();
9179 }
9180}

References activity, and backlog.

Referenced by game::cancel_activity_query(), and player_activity::do_turn().

◆ roll_all_damage()

void Character::roll_all_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds all 3 types of physical damage to instance.

Definition at line 351 of file melee.cpp.

353{
354 roll_bash_damage( crit, di, average, weap );
355 roll_cut_damage( crit, di, average, weap );
356 roll_stab_damage( crit, di, average, weap );
357}
void roll_stab_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total stab damage to the damage instance.
Definition: melee.cpp:1042
void roll_bash_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total bash damage to the damage instance.
Definition: melee.cpp:864
void roll_cut_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total cut damage to the damage instance.
Definition: melee.cpp:968

References roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

Referenced by item::combat_info(), item::effective_dps(), and melee_attack().

◆ roll_bash_damage()

void Character::roll_bash_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total bash damage to the damage instance.

Strength increases bashing damage Strength increases bashing damage Unarmed caps bash damage with unarmed weapons Bashing caps bash damage with bashing weapons Strength boosts low cap on bashing damage

Definition at line 864 of file melee.cpp.

866{
867 float bash_dam = 0.0f;
868
869 const bool unarmed = weap.is_unarmed_weapon();
870 int skill = get_skill_level( unarmed ? skill_unarmed : skill_bashing );
871 if( has_active_bionic( bio_cqb ) ) {
872 skill = BIO_CQB_LEVEL;
873 }
874
875 const int stat = get_str();
876 /** @EFFECT_STR increases bashing damage */
877 float stat_bonus = bonus_damage( !average );
878 stat_bonus += mabuff_damage_bonus( DT_BASH );
879
880 // Drunken Master damage bonuses
882 // Remember, a single drink gives 600 levels of "drunk"
883 int mindrunk = 0;
884 int maxdrunk = 0;
885 const time_duration drunk_dur = get_effect_dur( effect_drunk );
886 if( unarmed ) {
887 mindrunk = drunk_dur / 1_hours;
888 maxdrunk = drunk_dur / 25_minutes;
889 } else {
890 mindrunk = drunk_dur / 90_minutes;
891 maxdrunk = drunk_dur / 40_minutes;
892 }
893
894 bash_dam += average ? ( mindrunk + maxdrunk ) * 0.5f : rng( mindrunk, maxdrunk );
895 }
896
897 if( unarmed ) {
898 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
899 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
900 weap.is_null();
901 if( left_empty || right_empty ) {
902 float per_hand = 0.0f;
903 for( const trait_id &mut : get_mutations() ) {
904 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
905 continue;
906 }
907 float unarmed_bonus = 0.0f;
908 const int bash_bonus = mut->bash_dmg_bonus;
909 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && bash_bonus > 0 ) {
910 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
911 }
912 per_hand += bash_bonus + unarmed_bonus;
913 const std::pair<int, int> rand_bash = mut->rand_bash_bonus;
914 per_hand += average ? ( rand_bash.first + rand_bash.second ) / 2.0f : rng( rand_bash.first,
915 rand_bash.second );
916 }
917 bash_dam += per_hand; // First hand
918 if( left_empty && right_empty ) {
919 // Second hand
920 bash_dam += per_hand;
921 }
922 }
923
924 }
925
926 /** @EFFECT_STR increases bashing damage */
927 float weap_dam = weap.damage_melee( DT_BASH ) + stat_bonus;
928 /** @EFFECT_UNARMED caps bash damage with unarmed weapons */
929
930 /** @EFFECT_BASHING caps bash damage with bashing weapons */
931 float bash_cap = 2 * stat + 2 * skill;
932 float bash_mul = 1.0f;
933
934 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
935 if( skill < 5 ) {
936 bash_mul = 0.8 + 0.08 * skill;
937 } else {
938 bash_mul = 0.96 + 0.04 * skill;
939 }
940
941 if( bash_cap < weap_dam && !weap.is_null() ) {
942 // If damage goes over cap due to low stats/skills,
943 // scale the post-armor damage down halfway between damage and cap
944 bash_mul *= ( 1.0f + ( bash_cap / weap_dam ) ) / 2.0f;
945 }
946
947 /** @EFFECT_STR boosts low cap on bashing damage */
948 const float low_cap = std::min( 1.0f, stat / 20.0f );
949 const float bash_min = low_cap * weap_dam;
950 weap_dam = average ? ( bash_min + weap_dam ) * 0.5f : rng_float( bash_min, weap_dam );
951
952 bash_dam += weap_dam;
953 bash_mul *= mabuff_damage_mult( DT_BASH );
954
955 float armor_mult = 1.0f;
956 int arpen = mabuff_arpen_bonus( DT_BASH );
957
958 // Finally, extra critical effects
959 if( crit ) {
960 bash_mul *= 1.5f;
961 // 50% armor penetration
962 armor_mult = 0.5f;
963 }
964
965 di.add_damage( DT_BASH, bash_dam, arpen, armor_mult, bash_mul );
966}
int mabuff_arpen_bonus(damage_type type) const
Returns the arpen bonus from martial arts buffs.
float bonus_damage(bool random) const
Returns the bonus bashing damage the player deals based on their stats.
Definition: melee.cpp:854
bool natural_attack_restricted_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body_part, ignoring items with the ...
Definition: character.cpp:1897
int mabuff_damage_bonus(damage_type type) const
Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.
float mabuff_damage_mult(damage_type type) const
Returns the damage multiplier to given type from martial arts buffs.
static const efftype_id effect_drunk("drunk")
static const trait_id trait_DRUNKEN("DRUNKEN")
static const skill_id skill_bashing("bashing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bonus_damage(), item::damage_melee(), DT_BASH, effect_drunk, Creature::get_effect_dur(), get_mutations(), get_skill_level(), get_str(), has_active_bionic(), has_active_mutation(), Creature::has_effect(), has_trait(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), rng_float(), skill_bashing, skill_unarmed, and trait_DRUNKEN.

Referenced by roll_all_damage().

◆ roll_cut_damage()

void Character::roll_cut_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total cut damage to the damage instance.

Cutting increases cutting damage multiplier

Definition at line 968 of file melee.cpp.

970{
971 float cut_dam = mabuff_damage_bonus( DT_CUT ) + weap.damage_melee( DT_CUT );
972 float cut_mul = 1.0f;
973
974 int cutting_skill = get_skill_level( skill_cutting );
975
976 if( has_active_bionic( bio_cqb ) ) {
977 cutting_skill = BIO_CQB_LEVEL;
978 }
979
980 if( weap.is_unarmed_weapon() ) {
981 // TODO: 1-handed weapons that aren't unarmed attacks
982 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
983 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
984 weap.is_null();
985 if( left_empty || right_empty ) {
986 float per_hand = 0.0f;
987 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
988 per_hand += 2;
989 }
990
991 for( const trait_id &mut : get_mutations() ) {
992 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
993 continue;
994 }
995 float unarmed_bonus = 0.0f;
996 const int cut_bonus = mut->cut_dmg_bonus;
997 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && cut_bonus > 0 ) {
998 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
999 }
1000 per_hand += cut_bonus + unarmed_bonus;
1001 const std::pair<int, int> rand_cut = mut->rand_cut_bonus;
1002 per_hand += average ? ( rand_cut.first + rand_cut.second ) / 2.0f : rng( rand_cut.first,
1003 rand_cut.second );
1004 }
1005 // TODO: add acidproof check back to slime hands (probably move it elsewhere)
1006
1007 cut_dam += per_hand; // First hand
1008 if( left_empty && right_empty ) {
1009 // Second hand
1010 cut_dam += per_hand;
1011 }
1012 }
1013 }
1014
1015 if( cut_dam <= 0.0f ) {
1016 return; // No negative damage!
1017 }
1018
1019 int arpen = 0;
1020 float armor_mult = 1.0f;
1021
1022 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
1023 /** @EFFECT_CUTTING increases cutting damage multiplier */
1024 if( cutting_skill < 5 ) {
1025 cut_mul *= 0.8 + 0.08 * cutting_skill;
1026 } else {
1027 cut_mul *= 0.96 + 0.04 * cutting_skill;
1028 }
1029
1030 arpen += mabuff_arpen_bonus( DT_CUT );
1031
1032 cut_mul *= mabuff_damage_mult( DT_CUT );
1033 if( crit ) {
1034 cut_mul *= 1.25f;
1035 arpen += 5;
1036 armor_mult = 0.75f; //25% armor penetration
1037 }
1038
1039 di.add_damage( DT_CUT, cut_dam, arpen, armor_mult, cut_mul );
1040}
static const skill_id skill_cutting("cutting")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_CUT, get_mutations(), get_skill_level(), has_active_bionic(), has_active_mutation(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), skill_cutting, and skill_unarmed.

Referenced by roll_all_damage().

◆ roll_stab_damage()

void Character::roll_stab_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total stab damage to the damage instance.

Stabbing increases stabbing damage multiplier

Definition at line 1042 of file melee.cpp.

1044{
1045 float stab_dam = mabuff_damage_bonus( DT_STAB ) + weap.damage_melee( DT_STAB );
1046
1047 int unarmed_skill = get_skill_level( skill_unarmed );
1048 int stabbing_skill = get_skill_level( skill_stabbing );
1049
1050 if( has_active_bionic( bio_cqb ) ) {
1051 stabbing_skill = BIO_CQB_LEVEL;
1052 }
1053
1054 if( weap.is_unarmed_weapon() ) {
1055 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1056 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1057 weap.is_null();
1058 if( left_empty || right_empty ) {
1059 float per_hand = 0.0f;
1060
1061 for( const trait_id &mut : get_mutations() ) {
1062 int stab_bonus = mut->pierce_dmg_bonus;
1063 int unarmed_bonus = 0;
1064 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && stab_bonus > 0 ) {
1065 unarmed_bonus = std::min( unarmed_skill / 2, 4 );
1066 }
1067
1068 per_hand += stab_bonus + unarmed_bonus;
1069 }
1070
1071 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1072 per_hand += 2;
1073 }
1074
1075 stab_dam += per_hand; // First hand
1076 if( left_empty && right_empty ) {
1077 // Second hand
1078 stab_dam += per_hand;
1079 }
1080 }
1081 }
1082
1083 if( stab_dam <= 0 ) {
1084 return; // No negative stabbing!
1085 }
1086
1087 float stab_mul = 1.0f;
1088 // 66%, 76%, 86%, 96%, 106%, 116%, 122%, 128%, 134%, 140%
1089 /** @EFFECT_STABBING increases stabbing damage multiplier */
1090 if( stabbing_skill <= 5 ) {
1091 stab_mul = 0.66 + 0.1 * stabbing_skill;
1092 } else {
1093 stab_mul = 0.86 + 0.06 * stabbing_skill;
1094 }
1095 int arpen = mabuff_arpen_bonus( DT_STAB );
1096 stab_mul *= mabuff_damage_mult( DT_STAB );
1097 float armor_mult = 1.0f;
1098
1099 if( crit ) {
1100 // Critical damage bonus for stabbing scales with skill
1101 stab_mul *= 1.0 + ( stabbing_skill / 10.0 );
1102 // Stab criticals have extra %arpen
1103 armor_mult = 0.66f;
1104 }
1105
1106 di.add_damage( DT_STAB, stab_dam, arpen, armor_mult, stab_mul );
1107}

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_STAB, get_mutations(), get_skill_level(), has_active_bionic(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), skill_stabbing, and skill_unarmed.

Referenced by roll_all_damage().

◆ rooted()

void Character::rooted ( )

Definition at line 8752 of file character.cpp.

8754{
8755 double shoe_factor = footwear_factor();
8756 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8757 get_map().has_flag( flag_PLOWABLE, pos() ) && shoe_factor != 1.0 ) {
8758 if( one_in( 96 ) ) {
8759 vitamin_mod( vitamin_id( "iron" ), 1, true );
8760 vitamin_mod( vitamin_id( "calcium" ), 1, true );
8761 }
8762 if( get_thirst() <= thirst_levels::turgid && x_in_y( 75, 425 ) ) {
8763 mod_thirst( -1 );
8764 }
8765 mod_healthy_mod( 5, 50 );
8766 }
8767}
static const std::string flag_PLOWABLE("PLOWABLE")
int vitamin_mod(const vitamin_id &vit, int qty, bool capped=true)
Add or subtract vitamins from character storage pools.
string_id< vitamin > vitamin_id
Definition: type_id.h:187

References flag_PLOWABLE(), footwear_factor(), get_map(), get_thirst(), Creature::has_flag(), has_trait(), mod_healthy_mod(), mod_thirst(), one_in(), pos(), trait_ROOTS2, trait_ROOTS3, turgid, vitamin_mod(), and x_in_y().

Referenced by player_activity::do_turn().

◆ rooted_message()

void Character::rooted_message ( ) const

Handles rooting effects.

Definition at line 8742 of file character.cpp.

8743{
8744 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
8745 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8747 !wearing_shoes ) {
8748 add_msg( m_info, _( "You sink your roots into the soil." ) );
8749 }
8750}

References _, add_msg(), flag_PLOWABLE(), get_map(), Creature::has_flag(), has_trait(), is_wearing_shoes(), LEFT, m_info, pos(), RIGHT, trait_ROOTS2, and trait_ROOTS3.

Referenced by player_activity::start_or_resume().

◆ run_cost()

int Character::run_cost ( int  base_cost,
bool  diag = false 
) const

Returns the player's modified base movement cost.

Definition at line 9925 of file character.cpp.

9926{
9927 float movecost = static_cast<float>( base_cost );
9928 if( diag ) {
9929 movecost *= 0.7071f; // because everything here assumes 100 is base
9930 }
9931 const bool flatground = movecost < 105;
9932 map &here = get_map();
9933 // The "FLAT" tag includes soft surfaces, so not a good fit.
9934 const bool on_road = flatground && here.has_flag( "ROAD", pos() );
9935 const bool on_fungus = here.has_flag_ter_or_furn( "FUNGUS", pos() );
9936
9937 if( !is_mounted() ) {
9938 if( movecost > 100 ) {
9939 movecost *= mutation_value( "movecost_obstacle_modifier" );
9940 if( movecost < 100 ) {
9941 movecost = 100;
9942 }
9943 }
9944 if( has_trait( trait_M_IMMUNE ) && on_fungus ) {
9945 if( movecost > 75 ) {
9946 // Mycal characters are faster on their home territory, even through things like shrubs
9947 movecost = 75;
9948 }
9949 }
9950
9951 // Linearly increase move cost relative to individual leg hp.
9952 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_l" ) ) ) /
9953 static_cast<float>( get_part_hp_max( bodypart_id( "leg_l" ) ) ) );
9954 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_r" ) ) ) /
9955 static_cast<float>( get_part_hp_max( bodypart_id( "leg_r" ) ) ) );
9956 movecost *= mutation_value( "movecost_modifier" );
9957 if( flatground ) {
9958 movecost *= mutation_value( "movecost_flatground_modifier" );
9959 }
9961 movecost *= .9f;
9962 }
9964 if( move_mode == CMM_RUN ) {
9965 movecost *= 0.85f;
9966 } else {
9967 movecost *= 0.95f;
9968 }
9969 } else if( has_bionic( bio_jointservo ) ) {
9970 movecost *= 1.1f;
9971 }
9972
9973 if( worn_with_flag( "SLOWS_MOVEMENT" ) ) {
9974 movecost *= 1.1f;
9975 }
9976 if( worn_with_flag( "FIN" ) ) {
9977 movecost *= 1.5f;
9978 }
9979 if( worn_with_flag( "ROLLER_INLINE" ) ) {
9980 if( on_road ) {
9981 movecost *= 0.5f;
9982 } else {
9983 movecost *= 1.5f;
9984 }
9985 }
9986 // Quad skates might be more stable than inlines,
9987 // but that also translates into a slower speed when on good surfaces.
9988 if( worn_with_flag( "ROLLER_QUAD" ) ) {
9989 if( on_road ) {
9990 movecost *= 0.7f;
9991 } else {
9992 movecost *= 1.3f;
9993 }
9994 }
9995 // Skates with only one wheel (roller shoes) are fairly less stable
9996 // and fairly slower as well
9997 if( worn_with_flag( "ROLLER_ONE" ) ) {
9998 if( on_road ) {
9999 movecost *= 0.85f;
10000 } else {
10001 movecost *= 1.1f;
10002 }
10003 }
10004
10005 movecost +=
10006 ( ( encumb( bp_foot_l ) + encumb( bp_foot_r ) ) * 2.5 +
10007 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) * 1.5 ) / 10;
10008
10009 // ROOTS3 does slow you down as your roots are probing around for nutrients,
10010 // whether you want them to or not. ROOTS1 is just too squiggly without shoes
10011 // to give you some stability. Plants are a bit of a slow-mover. Deal.
10012 if( has_trait( trait_ROOTS3 ) && here.has_flag( "DIGGABLE", pos() ) ) {
10013 movecost += 10 * footwear_factor();
10014 }
10015
10017 movecost /= stamina_move_cost_modifier();
10018
10019 if( movecost < 20.0 ) {
10020 movecost = 20.0;
10021 }
10022 }
10023
10024 if( diag ) {
10025 movecost *= M_SQRT2;
10026 }
10027
10028 return static_cast<int>( movecost );
10029}
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const trait_id trait_PADDED_FEET("PADDED_FEET")
static const bionic_id bio_jointservo("bio_jointservo")
#define M_SQRT2
Definition: math_defines.h:29

References bio_jointservo, bonus_from_enchantments(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, CMM_RUN, encumb(), footwear_factor(), get_map(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), has_active_bionic(), has_bionic(), map::has_flag(), map::has_flag_ter_or_furn(), has_trait(), is_mounted(), M_SQRT2, enchant_vals::MOVE_COST, move_mode, mutation_value(), pos(), stamina_move_cost_modifier(), trait_M_IMMUNE, trait_PADDED_FEET, trait_ROOTS3, and worn_with_flag().

Referenced by draw_speed_tab(), npc::move_to(), speed_description(), speed_rating(), npc::speed_rating(), and game::walk_move().

◆ rust_rate()

int Character::rust_rate ( ) const

Returns the player's skill rust rate.

Intelligence reduces skill rust by 10% per level above 8

Definition at line 3457 of file character.cpp.

3458{
3459 const std::string &rate_option = get_option<std::string>( "SKILL_RUST" );
3460 if( rate_option == "off" ) {
3461 return 0;
3462 }
3463
3464 // Stat window shows stat effects on based on current stat
3465 int intel = get_int();
3466 /** @EFFECT_INT reduces skill rust by 10% per level above 8 */
3467 int ret = ( ( rate_option == "vanilla" || rate_option == "capped" ) ?
3468 100 : 100 + 10 * ( intel - 8 ) );
3469
3470 ret *= mutation_value( "skill_rust_multiplier" );
3471
3472 if( ret < 0 ) {
3473 ret = 0;
3474 }
3475
3476 return ret;
3477}

References get_int(), mutation_value(), and cata::hash64_detail::ret.

Referenced by do_skill_rust(), draw_stats_info(), and set_stats().

◆ scored_crit()

bool Character::scored_crit ( float  target_dodge,
const item weap 
) const

Returns true if the player scores a critical hit.

Definition at line 723 of file melee.cpp.

724{
725 return rng_float( 0, 1.0 ) < crit_chance( hit_roll(), target_dodge, weap );
726}
double crit_chance(float roll_hit, float target_dodge, const item &weap) const
Returns the chance to critical given a hit roll and target's dodge roll.
Definition: melee.cpp:736

References crit_chance(), hit_roll(), and rng_float().

Referenced by melee_attack().

◆ sees() [1/2]

bool Character::sees ( const Creature critter) const
overridevirtual

The functions check whether this creature can see the target.

The target may either be another creature (critter), or a specific point on the map.

The function that take another creature as input should check visibility of that creature (e.g. not digging, or otherwise invisible). They must than check whether the location of the other monster is visible.

Reimplemented from Creature.

Definition at line 10354 of file character.cpp.

10355{
10356 // This handles only the player/npc specific stuff (monsters don't have traits or bionics).
10357 const int dist = rl_dist( pos(), critter.pos() );
10358 if( dist <= 3 && has_active_mutation( trait_ANTENNAE ) ) {
10359 return true;
10360 }
10361
10362 return Creature::sees( critter );
10363}
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:207

References has_active_mutation(), Creature::pos(), pos(), rl_dist(), Creature::sees(), and trait_ANTENNAE.

◆ sees() [2/2]

bool Character::sees ( const tripoint t,
bool  is_player = false,
int  range_mod = 0 
) const
overridevirtual

Reimplemented from Creature.

Definition at line 10337 of file character.cpp.

10338{
10339 const int wanted_range = rl_dist( pos(), t );
10340 bool can_see = is_player() ? get_map().pl_sees( t, wanted_range ) :
10341 Creature::sees( t );
10342 // Clairvoyance is now pretty cheap, so we can check it early
10343 if( wanted_range < MAX_CLAIRVOYANCE && wanted_range < clairvoyance() ) {
10344 return true;
10345 }
10346
10347 if( can_see && wanted_range > unimpaired_range() ) {
10348 can_see = false;
10349 }
10350
10351 return can_see;
10352}
int unimpaired_range() const
Returns the player maximum vision range factoring in mutations, diseases, and other effects.
Definition: character.cpp:750
int clairvoyance() const
Returns the distance the player can see through walls.
Definition: character.cpp:809
bool pl_sees(const tripoint &t, int max_range) const
Whether the player character (g->u) can see the given square (local map coordinates).
Definition: lightmap.cpp:777

References clairvoyance(), get_map(), Creature::is_player(), MAX_CLAIRVOYANCE, map::pl_sees(), pos(), rl_dist(), Creature::sees(), and unimpaired_range().

Referenced by npc::address_needs(), npc::address_player(), grid_furn_transform_queue::apply(), npc::assess_danger(), bionics_uninstall_failure(), calculate_aim_cap(), game::catch_a_monster(), game::chat(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), npc::complain(), npc::do_reload(), draw_critter_internal(), game::draw_line(), game::draw_look_around_cursor(), draw_throw_aim(), npc::drop_items(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), npc::execute_action(), game::extended_description(), npc::find_corpse_to_pulp(), npc::find_item(), game::find_nearby_items(), heal_actor::finish_using(), game::fling_creature(), npc::follow_distance(), game::forced_door_closing(), fungal_effects::fungalize(), generic_multi_activity_check_requirement(), get_hostile_creatures(), get_path_avoid(), game::get_player_input(), get_visible_creatures(), game::handle_action(), npc::handle_sound(), vehicle::handle_trap(), npc::heal_player(), npc::heal_self(), talk_function::hostile(), is_visible_in_range(), mdeath::jabberwock(), game::knockback(), target_ui::list_friendlies_in_lof(), game::list_items(), game::look_around(), npc::method_of_attack(), npc::move(), npc::mug_player(), iuse::note_bionics(), target_ui::panel_target_info(), npc::pick_up_item(), pl_sees(), npc::pretend_fire(), npc::pretend_heal(), game::print_creature_info(), npc::print_info(), sounds::process_sound_markers(), npc::reach_omt_destination(), npc::regen_ai_cache(), iuse::robotcontrol(), character_funcs::search_surroundings(), npc::see_item_say_smth(), activity_handlers::spellcasting_finish(), fungal_effects::spread_fungus_one_tile(), suffer_from_schizophrenia(), game::try_get_right_click_action(), game::update_stair_monsters(), editmap::update_view_with_help(), countdown_actor::use(), and npc::use_painkiller().

◆ sees_with_infrared()

bool Character::sees_with_infrared ( const Creature critter) const

Check whether the this player can see the other creature with infrared.

This implies this player can see infrared and the target is visible with infrared (is warm). And of course a line of sight exists.

Definition at line 10110 of file character.cpp.

10111{
10112 if( !vision_mode_cache[IR_VISION] || !critter.is_warm() ) {
10113 return false;
10114 }
10115
10116 map &here = get_map();
10117 if( is_player() || critter.is_player() ) {
10118 // Players should not use map::sees
10119 // Likewise, players should not be "looked at" with map::sees, not to break symmetry
10120 return here.pl_line_of_sight( critter.pos(),
10122 }
10123
10124 return here.sees( pos(), critter.pos(), sight_range( current_daylight_level( calendar::turn ) ) );
10125}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171
bool sees(const tripoint &F, const tripoint &T, int range) const
Returns whether F sees T with a view range of range.
Definition: map.cpp:6144
bool pl_line_of_sight(const tripoint &t, int max_range) const
Uses the map cache to tell if the player could see the given square.
Definition: lightmap.cpp:795

References current_daylight_level(), get_map(), IR_VISION, Creature::is_player(), Creature::is_warm(), map::pl_line_of_sight(), Creature::pos(), pos(), map::sees(), sight_range(), calendar::turn, and vision_mode_cache.

Referenced by calculate_aim_cap(), draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ sees_with_specials()

bool Character::sees_with_specials ( const Creature critter) const

Definition at line 6337 of file character.cpp.

6338{
6339 // electroreceptors grants vision of robots and electric monsters through walls
6341 ( critter.in_species( ROBOT ) || critter.has_flag( MF_ELECTRIC ) ) ) {
6342 return true;
6343 }
6344
6345 if( critter.digging() && has_active_bionic( bio_ground_sonar ) ) {
6346 // Bypass the check below, the bionic sonar also bypasses the sees(point) check because
6347 // walls don't block sonar which is transmitted in the ground, not the air.
6348 // TODO: this might need checks whether the player is in the air, or otherwise not connected
6349 // to the ground. It also might need a range check.
6350 return true;
6351 }
6352
6353 return false;
6354}
static const trait_id trait_ELECTRORECEPTORS("ELECTRORECEPTORS")
static const species_id ROBOT("ROBOT")
static const bionic_id bio_ground_sonar("bio_ground_sonar")
virtual bool digging() const
Definition: creature.cpp:184
@ MF_ELECTRIC
Definition: mtype.h:95

References bio_ground_sonar, Creature::digging(), has_active_bionic(), Creature::has_flag(), has_trait(), Creature::in_species(), MF_ELECTRIC, ROBOT, and trait_ELECTRORECEPTORS.

Referenced by draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ set_base_age()

void Character::set_base_age ( int  age)

Definition at line 6803 of file character.cpp.

6804{
6805 init_age = age;
6806}

References age(), and init_age.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_base_height()

void Character::set_base_height ( int  height)

Definition at line 6832 of file character.cpp.

6833{
6835}

References height(), and init_height.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_check_encumbrance()

void Character::set_check_encumbrance ( bool  new_check)
inline

Definition at line 1974 of file character.h.

1974 {
1975 check_encumbrance = new_check;
1976 }

References check_encumbrance.

◆ set_destination()

void Character::set_destination ( const std::vector< tripoint > &  route,
const player_activity new_destination_activity = player_activity() 
)

◆ set_destination_activity()

void Character::set_destination_activity ( const player_activity new_destination_activity)

Definition at line 1073 of file character.cpp.

1074{
1075 destination_activity = new_destination_activity;
1076}

References destination_activity.

Referenced by set_destination().

◆ set_dex_bonus()

void Character::set_dex_bonus ( int  ndex)
virtual

Definition at line 4171 of file character.cpp.

4172{
4173 dex_bonus = ndex;
4174 dex_cur = std::max( 0, dex_max + dex_bonus );
4175}

References dex_bonus, dex_cur, and dex_max.

◆ set_fac_id()

void Character::set_fac_id ( const std::string &  my_fac_id)

Definition at line 7792 of file character.cpp.

7793{
7794 fac_id = faction_id( my_fac_id );
7795}
faction_id fac_id
Definition: character.h:2156
string_id< faction > faction_id
Definition: clzones.h:30

References fac_id.

Referenced by npc_template::load().

◆ set_fatigue()

void Character::set_fatigue ( int  nfatigue)
virtual

Definition at line 4452 of file character.cpp.

4453{
4454 nfatigue = std::max( nfatigue, 0 );
4455 if( fatigue != nfatigue ) {
4456 fatigue = nfatigue;
4457 on_stat_change( "fatigue", fatigue );
4458 }
4459}

References fatigue, and on_stat_change().

Referenced by npc::address_needs(), debug_menu::character_edit_menu(), check_needs_extremes(), environmental_revert_effect(), basecamp::finish_return(), hardcoded_effects(), mod_fatigue(), and update_needs().

◆ set_healthy()

void Character::set_healthy ( int  nhealthy)
virtual

Setters for health values exclusive to characters.

Definition at line 4254 of file character.cpp.

4255{
4256 healthy = nhealthy;
4257}

References healthy.

Referenced by debug_menu::character_edit_menu(), and environmental_revert_effect().

◆ set_healthy_mod()

void Character::set_healthy_mod ( int  nhealthy_mod)
virtual

Definition at line 4266 of file character.cpp.

4267{
4268 healthy_mod = nhealthy_mod;
4269}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), environmental_revert_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ set_highest_cat_level()

void Character::set_highest_cat_level ( )

Recalculates mutation_category_level[] values for the player.

Definition at line 7836 of file character.cpp.

7837{
7839
7840 // For each of our mutations...
7841 for( const trait_id &mut : get_mutations() ) {
7842 // ...build up a map of all prerequisite/replacement mutations along the tree, along with their distance from the current mutation
7843 std::unordered_map<trait_id, int> dependency_map;
7844 build_mut_dependency_map( mut, dependency_map, 0 );
7845
7846 // Then use the map to set the category levels
7847 for( const std::pair<const trait_id, int> &i : dependency_map ) {
7848 const mutation_branch &mdata = i.first.obj();
7849 if( !mdata.flags.count( "NON_THRESH" ) ) {
7850 for( const std::string &cat : mdata.category ) {
7851 // Decay category strength based on how far it is from the current mutation
7852 mutation_category_level[cat] += 8 / static_cast<int>( std::pow( 2, i.second ) );
7853 }
7854 }
7855 }
7856 }
7857}

References build_mut_dependency_map(), mutation_branch::category, mutation_branch::flags, get_mutations(), and mutation_category_level.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ set_int_bonus()

void Character::set_int_bonus ( int  nint)
virtual

Definition at line 4181 of file character.cpp.

4182{
4183 int_bonus = nint;
4184 int_cur = std::max( 0, int_max + int_bonus );
4185}

References int_bonus, int_cur, and int_max.

◆ set_max_power_level()

void Character::set_max_power_level ( const units::energy npower_max)

Definition at line 2034 of file character.cpp.

2035{
2036 max_power_level = npower_max;
2037}

References max_power_level.

Referenced by bionics_install_failure(), and player::player().

◆ set_movement_mode()

virtual void Character::set_movement_mode ( character_movemode  mode)
pure virtual

Implemented in avatar, and npc.

Referenced by dismount(), and forced_dismount().

◆ set_mutation()

◆ set_npc_ai_info_cache()

void Character::set_npc_ai_info_cache ( const std::string &  key,
double  val 
) const

Definition at line 10537 of file character.cpp.

10538{
10539 npc_ai_info_cache[key] = val;
10540}

References npc_ai_info_cache.

Referenced by npc::find_reloadable(), and npc_ai::weapon_value().

◆ set_pain()

void Character::set_pain ( int  npain)
overridevirtual

Sets new intensity of pain an reacts to it.

Reimplemented from Creature.

Definition at line 911 of file character.cpp.

912{
913 const int prev_pain = get_perceived_pain();
914 Creature::set_pain( npain );
915 const int cur_pain = get_perceived_pain();
916
917 if( cur_pain != prev_pain ) {
918 react_to_felt_pain( cur_pain - prev_pain );
919 on_stat_change( "perceived_pain", cur_pain );
920 }
921}
void react_to_felt_pain(int intensity)
Definition: character.cpp:860
virtual void set_pain(int npain)
Definition: creature.cpp:1362

References get_perceived_pain(), on_stat_change(), react_to_felt_pain(), and Creature::set_pain().

Referenced by environmental_revert_effect(), game::is_game_over(), and suffer_from_other_mutations().

◆ set_painkiller()

void Character::set_painkiller ( int  npkill)

Sets intensity of painkillers

Definition at line 9698 of file character.cpp.

9699{
9700 npkill = std::max( npkill, 0 );
9701 if( pkill != npkill ) {
9702 const int prev_pain = get_perceived_pain();
9703 pkill = npkill;
9704 on_stat_change( "pkill", pkill );
9705 const int cur_pain = get_perceived_pain();
9706
9707 if( cur_pain != prev_pain ) {
9708 react_to_felt_pain( cur_pain - prev_pain );
9709 on_stat_change( "perceived_pain", cur_pain );
9710 }
9711 }
9712}

References get_perceived_pain(), on_stat_change(), pkill, and react_to_felt_pain().

Referenced by activate_bionic(), environmental_revert_effect(), mod_painkiller(), iuse::smoking(), and iuse::weed_cake().

◆ set_per_bonus()

void Character::set_per_bonus ( int  nper)
virtual

Definition at line 4176 of file character.cpp.

4177{
4178 per_bonus = nper;
4179 per_cur = std::max( 0, per_max + per_bonus );
4180}

References per_bonus, per_cur, and per_max.

◆ set_power_level()

void Character::set_power_level ( const units::energy npower)

Definition at line 2029 of file character.cpp.

2030{
2031 power_level = std::min( npower, max_power_level );
2032}

References max_power_level, and power_level.

Referenced by activate_bionic(), avatar::create(), mod_power_level(), and player::player().

◆ set_rad()

void Character::set_rad ( int  new_rad)

◆ set_skill_level()

void Character::set_skill_level ( const skill_id ident,
int  level 
)

◆ set_sleep_deprivation()

void Character::set_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4461 of file character.cpp.

4462{
4463 sleep_deprivation = std::min( static_cast< int >( sleep_deprivation_levels::massive ), std::max( 0,
4464 nsleep_deprivation ) );
4465}

References massive, and sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), environmental_revert_effect(), basecamp::finish_return(), mod_sleep_deprivation(), and update_needs().

◆ set_stamina()

◆ set_stashed_activity()

void Character::set_stashed_activity ( const player_activity act,
const player_activity act_back = player_activity() 
)

Definition at line 1033 of file character.cpp.

1034{
1036 stashed_outbounds_backlog = act_back;
1037}

References act, stashed_outbounds_activity, and stashed_outbounds_backlog.

◆ set_stim()

void Character::set_stim ( int  new_stim)

Definition at line 7078 of file character.cpp.

7079{
7080 stim = new_stim;
7081}

References stim.

Referenced by activate_bionic(), environmental_revert_effect(), modify_stimulation(), and update_needs().

◆ set_stored_kcal()

void Character::set_stored_kcal ( int  kcal)
virtual

Setters for need values exclusive to characters.

Definition at line 4322 of file character.cpp.

4323{
4324 if( stored_calories != kcal ) {
4325 stored_calories = std::min( kcal, max_stored_kcal() );
4326 }
4327}

References max_stored_kcal(), and stored_calories.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), avatar::create(), environmental_revert_effect(), marloss_common(), mod_stored_kcal(), and update_stomach().

◆ set_str_bonus()

void Character::set_str_bonus ( int  nstr)
virtual

Setters for stats exclusive to characters.

Definition at line 4166 of file character.cpp.

4167{
4168 str_bonus = nstr;
4169 str_cur = std::max( 0, str_max + str_bonus );
4170}

References str_bonus, str_cur, and str_max.

◆ set_thirst()

void Character::set_thirst ( int  nthirst)
virtual

Definition at line 4434 of file character.cpp.

4435{
4436 if( thirst != nthirst ) {
4437 thirst = nthirst;
4438 on_stat_change( "thirst", thirst );
4439 }
4440}

References on_stat_change(), and thirst.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), npc::consume_food_from_camp(), environmental_revert_effect(), basecamp::finish_return(), mod_thirst(), update_stomach(), and vomit().

◆ set_time_died()

void Character::set_time_died ( const time_point time)
inline

set the turn the turn the character died if not already done

Definition at line 1444 of file character.h.

1444 {
1446 time_died = time;
1447 }
1448 }

References calendar::before_time_starts, and time_died.

Referenced by die().

◆ set_type_of_scent()

void Character::set_type_of_scent ( const scenttype_id id)

Definition at line 8664 of file character.cpp.

8665{
8666 type_of_scent = id;
8667}

References id, and type_of_scent.

Referenced by restore_scent(), update_type_of_scent(), and change_scent_iuse::use().

◆ set_underwater()

void Character::set_underwater ( bool  x)
overridevirtual

Reimplemented from Creature.

Definition at line 10524 of file character.cpp.

10525{
10526 if( is_underwater() != x ) {
10529 }
10530}
virtual void set_underwater(bool x)
Definition: creature.cpp:179

References Creature::is_underwater(), recalc_sight_limits(), and Creature::set_underwater().

Referenced by avatar_action::swim(), game::vertical_move(), and game::walk_move().

◆ setID()

void Character::setID ( character_id  i,
bool  force = false 
)

Definition at line 467 of file character.cpp.

468{
469 if( id.is_valid() && !force ) {
470 debugmsg( "tried to set id of a npc/player, but has already a id: %d", id.get_value() );
471 } else if( !i.is_valid() && !force ) {
472 debugmsg( "tried to set invalid id of a npc/player: %d", i.get_value() );
473 } else {
474 id = i;
475 }
476}
bool is_valid() const
Definition: character_id.h:19
int get_value() const
Definition: character_id.h:23

References debugmsg, character_id::get_value(), Creature::get_value(), and character_id::is_valid().

Referenced by player::load(), game::load(), npc::randomize(), and game::start_game().

◆ setpos()

◆ setx()

void Character::setx ( int  x)
inline

◆ sety()

void Character::sety ( int  y)
inline

◆ setz()

void Character::setz ( int  z)
inline

Definition at line 828 of file character.h.

828 {
829 setpos( tripoint( position.xy(), z ) );
830 }

References position, setpos(), and tripoint::xy().

Referenced by start_location::place_player(), and game::vertical_shift().

◆ shift_destination()

void Character::shift_destination ( const point shift)

Definition at line 10263 of file character.cpp.

10264{
10266 *next_expected_position += shift;
10267 }
10268
10269 for( auto &elem : auto_move_route ) {
10270 elem += shift;
10271 }
10272}

References auto_move_route, and next_expected_position.

Referenced by game::update_map().

◆ shoe_type_count()

int Character::shoe_type_count ( const itype_id it) const

Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither.

Definition at line 8857 of file character.cpp.

8858{
8859 int ret = 0;
8860 if( is_wearing_on_bp( it, bodypart_id( "foot_l" ) ) ) {
8861 ret++;
8862 }
8863 if( is_wearing_on_bp( it, bodypart_id( "foot_r" ) ) ) {
8864 ret++;
8865 }
8866 return ret;
8867}
bool is_wearing_on_bp(const itype_id &it, const bodypart_id &bp) const
Returns true if the player is wearing the item on the given body part.
Definition: character.cpp:3317

References is_wearing_on_bp(), and cata::hash64_detail::ret.

Referenced by avatar_action::swim(), and game::vertical_move().

◆ short_description()

std::string Character::short_description ( ) const

Definition at line 10252 of file character.cpp.

10253{
10254 return join( short_description_parts(), "; " );
10255}
std::vector< std::string > short_description_parts() const
arg_join< It, Sentinel, char > join(It begin, Sentinel end, string_view sep)
Returns an object that formats the iterator range [begin, end) with elements separated by sep.

References join(), and short_description_parts().

◆ short_description_parts()

std::vector< std::string > Character::short_description_parts ( ) const

Definition at line 10228 of file character.cpp.

10229{
10230 std::vector<std::string> result;
10231
10232 std::string gender = male ? _( "male" ) : _( "female" );
10233 result.push_back( name + ", " + gender );
10234 if( is_armed() ) {
10235 result.push_back( _( "Wielding: " ) + weapon.tname() );
10236 }
10237 const std::string worn_str = enumerate_as_string( worn.begin(), worn.end(),
10238 []( const item & it ) {
10239 return it.tname();
10240 } );
10241 if( !worn_str.empty() ) {
10242 result.push_back( _( "Wearing: " ) + worn_str );
10243 }
10244 const int visibility_cap = 0; // no cap
10245 const auto trait_str = visible_mutations( visibility_cap );
10246 if( !trait_str.empty() ) {
10247 result.push_back( _( "Traits: " ) + trait_str );
10248 }
10249 return result;
10250}
std::string visible_mutations(int visibility_cap) const
Returns an enumeration of visible mutations with colors.
Definition: mutation.cpp:1743

References _, enumerate_as_string(), is_armed(), male, name, item::tname(), visible_mutations(), weapon, and worn.

Referenced by short_description().

◆ shout()

void Character::shout ( std::string  msg = "",
bool  order = false 
)

Definition at line 7642 of file character.cpp.

7643{
7644 int base = 10;
7645 std::string shout;
7646
7647 // You can't shout without your face
7648 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7649 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7650 add_msg_if_player( m_warning, _( "You try to shout but you have no face!" ) );
7651 return;
7652 }
7653
7654 // Mutations make shouting louder, they also define the default message
7655 if( has_trait( trait_SHOUT3 ) ) {
7656 base = 20;
7657 if( msg.empty() ) {
7658 msg = is_player() ? _( "yourself let out a piercing howl!" ) : _( "a piercing howl!" );
7659 shout = "howl";
7660 }
7661 } else if( has_trait( trait_SHOUT2 ) ) {
7662 base = 15;
7663 if( msg.empty() ) {
7664 msg = is_player() ? _( "yourself scream loudly!" ) : _( "a loud scream!" );
7665 shout = "scream";
7666 }
7667 }
7668
7669 if( msg.empty() ) {
7670 msg = is_player() ? _( "yourself shout loudly!" ) : _( "a loud shout!" );
7671 shout = "default";
7672 }
7673 int noise = get_shout_volume();
7674
7675 // Minimum noise volume possible after all reductions.
7676 // Volume 1 can't be heard even by player
7677 constexpr int minimum_noise = 2;
7678
7679 if( noise <= base ) {
7680 std::string dampened_shout;
7681 std::transform( msg.begin(), msg.end(), std::back_inserter( dampened_shout ), tolower );
7682 msg = std::move( dampened_shout );
7683 }
7684
7685 // Screaming underwater is not good for oxygen and harder to do overall
7686 if( is_underwater() ) {
7688 mod_stat( "oxygen", -noise );
7689 }
7690 }
7691
7692 const int penalty = encumb( bp_mouth ) * 3 / 2;
7693 // TODO: indistinct noise descriptions should be handled in the sounds code
7694 if( noise <= minimum_noise ) {
7696 _( "The sound of your voice is almost completely muffled!" ) );
7697 msg = is_player() ? _( "your muffled shout" ) : _( "an indistinct voice" );
7698 } else if( noise * 2 <= noise + penalty ) {
7699 // The shout's volume is 1/2 or lower of what it would be without the penalty
7700 add_msg_if_player( m_warning, _( "The sound of your voice is significantly muffled!" ) );
7701 }
7702
7704 "shout", shout );
7705}
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7642
int get_shout_volume() const
Definition: character.cpp:7599
bool move(avatar &you, map &m, const tripoint &d)
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1638

References _, Creature::add_msg_if_player(), sounds::alert, bp_mouth, encumb(), get_shout_volume(), has_trait(), Creature::is_player(), Creature::is_underwater(), is_wearing(), itype_id, m_warning, mod_stat(), avatar_action::move(), noise, sounds::order, pos(), shout(), sounds::sound(), trait_GILLS, trait_GILLS_CEPH, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, and iexamine::transform().

Referenced by game::chat(), dialogue::dynamic_line(), shout(), suffer_from_schizophrenia(), and suffer_while_awake().

◆ sight_impaired()

◆ sight_range()

int Character::sight_range ( int  light_level) const
overridevirtual

Returns the player's sight range.

Implements Creature.

Definition at line 726 of file character.cpp.

727{
728 if( light_level == 0 ) {
729 return 1;
730 }
731 /* Via Beer-Lambert we have:
732 * light_level * (1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance) ) <= LIGHT_AMBIENT_LOW
733 * Solving for distance:
734 * 1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) <= LIGHT_AMBIENT_LOW / light_level
735 * 1 <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW / light_level
736 * light_level <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW
737 * log(light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance + log(LIGHT_AMBIENT_LOW)
738 * log(light_level) - log(LIGHT_AMBIENT_LOW) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
739 * log(LIGHT_AMBIENT_LOW / light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
740 * log(LIGHT_AMBIENT_LOW / light_level) * (1 / LIGHT_TRANSPARENCY_OPEN_AIR) <= distance
741 */
742 int range = static_cast<int>( -std::log( get_vision_threshold( static_cast<int>
743 ( get_map().ambient_light_at( pos() ) ) ) / static_cast<float>( light_level ) ) *
744 ( 1.0 / LIGHT_TRANSPARENCY_OPEN_AIR ) );
745
746 // Clamp to [1, sight_max].
747 return clamp( range, 1, sight_max );
748}
float get_vision_threshold(float light_level) const
Returns the apparent light level at which the player can see.
Definition: character.cpp:1850
static constexpr float LIGHT_TRANSPARENCY_OPEN_AIR
Definition: lightmap.h:36

References clamp(), get_map(), get_vision_threshold(), LIGHT_TRANSPARENCY_OPEN_AIR, pos(), and sight_max.

Referenced by game::calc_driving_offset(), overmap_sight_range(), sees_with_infrared(), and editmap::update_view_with_help().

◆ skin_name()

std::string Character::skin_name ( ) const
overridevirtual

Returns the name of the player's outer layer, e.g.

"armor plates"

Implements Creature.

Definition at line 568 of file character.cpp.

569{
570 // TODO: Return actual deflecting layer name
571 return _( "armor" );
572}

References _.

◆ sound_hallu()

void Character::sound_hallu ( )

Creates an auditory hallucination.

Definition at line 1708 of file suffer.cpp.

1709{
1710 // Random 'dangerous' sound from a random direction
1711 // 1/5 chance to be a loud sound
1712 std::vector<std::string> dir{ "north",
1713 "northeast",
1714 "northwest",
1715 "south",
1716 "southeast",
1717 "southwest",
1718 "east",
1719 "west" };
1720
1721 std::vector<std::string> dirz{ "and above you ", "and below you " };
1722
1723 std::vector<std::tuple<std::string, std::string, std::string>> desc{
1724 std::make_tuple( "whump!", "smash_fail", "t_door_c" ),
1725 std::make_tuple( "crash!", "smash_success", "t_door_c" ),
1726 std::make_tuple( "glass breaking!", "smash_success", "t_window_domestic" ) };
1727
1728 std::vector<std::tuple<std::string, std::string, std::string>> desc_big{
1729 std::make_tuple( "huge explosion!", "explosion", "default" ),
1730 std::make_tuple( "bang!", "fire_gun", "glock_19" ),
1731 std::make_tuple( "blam!", "fire_gun", "mossberg_500" ),
1732 std::make_tuple( "crash!", "smash_success", "t_wall" ),
1733 std::make_tuple( "SMASH!", "smash_success", "t_wall" ) };
1734
1735 std::string i_dir = dir[rng( 0, dir.size() - 1 )];
1736
1737 if( one_in( 10 ) ) {
1738 i_dir += " " + dirz[rng( 0, dirz.size() - 1 )];
1739 }
1740
1741 std::string i_desc;
1742 std::pair<std::string, std::string> i_sound;
1743 if( one_in( 5 ) ) {
1744 int r_int = rng( 0, desc_big.size() - 1 );
1745 i_desc = std::get<0>( desc_big[r_int] );
1746 i_sound = std::make_pair( std::get<1>( desc_big[r_int] ), std::get<2>( desc_big[r_int] ) );
1747 } else {
1748 int r_int = rng( 0, desc.size() - 1 );
1749 i_desc = std::get<0>( desc[r_int] );
1750 i_sound = std::make_pair( std::get<1>( desc[r_int] ), std::get<2>( desc[r_int] ) );
1751 }
1752
1753 add_msg( m_warning, _( "From the %1$s you hear %2$s" ), i_dir, i_desc );
1754 sfx::play_variant_sound( i_sound.first, i_sound.second, rng( 20, 80 ) );
1755}
void play_variant_sound(const std::string &id, const std::string &variant, int volume, units::angle angle, double pitch_min=-1.0, double pitch_max=-1.0)
Definition: sounds.cpp:1599

References _, add_msg(), m_warning, one_in(), sfx::play_variant_sound(), and rng().

Referenced by hardcoded_effects(), and suffer_from_schizophrenia().

◆ speed_rating()

float Character::speed_rating ( ) const
overridevirtual

Returns an approximate number of tiles this creature can travel per turn.

Implements Creature.

Reimplemented in npc.

Definition at line 9900 of file character.cpp.

9901{
9902 float ret = get_speed() / 100.0f;
9903 ret *= 100.0f / run_cost( 100, false );
9904 // Adjustment for player being able to run, but not doing so at the moment
9905 if( move_mode != CMM_RUN ) {
9906 ret *= 1.0f + ( static_cast<float>( get_stamina() ) / static_cast<float>( get_stamina_max() ) );
9907 }
9908 return ret;
9909}
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9925

References CMM_RUN, get_speed(), get_stamina(), get_stamina_max(), move_mode, cata::hash64_detail::ret, and run_cost().

◆ spores()

void Character::spores ( )

Definition at line 8686 of file character.cpp.

8687{
8688 map &here = get_map();
8689 fungal_effects fe( *g, here );
8690 //~spore-release sound
8691 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8692 for( const tripoint &sporep : here.points_in_radius( pos(), 1 ) ) {
8693 if( sporep == pos() ) {
8694 continue;
8695 }
8696 fe.fungalize( sporep, this, 0.25 );
8697 }
8698}

References _, sounds::combat, fungal_effects::fungalize(), g, get_map(), map::points_in_radius(), pos(), and sounds::sound().

Referenced by activate_mutation(), hardcoded_effects(), and suffer_while_awake().

◆ stability_roll()

float Character::stability_roll ( ) const
overridevirtual

Returns value of player's stable footing.

Strength improves player stability roll Perception slightly improves player stability roll Dexterity slightly improves player stability roll Melee improves player stability roll

Implements Creature.

Definition at line 10552 of file character.cpp.

10553{
10554 /** @EFFECT_STR improves player stability roll */
10555
10556 /** @EFFECT_PER slightly improves player stability roll */
10557
10558 /** @EFFECT_DEX slightly improves player stability roll */
10559
10560 /** @EFFECT_MELEE improves player stability roll */
10561 return get_melee() + get_str() + ( get_per() / 3.0f ) + ( get_dex() / 4.0f );
10562}
virtual float get_melee() const =0

References get_dex(), Creature::get_melee(), get_per(), and get_str().

Referenced by player::on_hit().

◆ stamina_move_cost_modifier()

float Character::stamina_move_cost_modifier ( ) const

Definition at line 7169 of file character.cpp.

7170{
7171 // Both walk and run speed drop to half their maximums as stamina approaches 0.
7172 // Convert stamina to a float first to allow for decimal place carrying
7173 float stamina_modifier = ( static_cast<float>( get_stamina() ) / get_stamina_max() + 1 ) / 2;
7174 if( move_mode == CMM_RUN && get_stamina() >= 0 ) {
7175 // Rationale: Average running speed is 2x walking speed. (NOT sprinting)
7176 stamina_modifier *= 2.0;
7177 }
7178 if( move_mode == CMM_CROUCH ) {
7179 stamina_modifier *= 0.5;
7180 }
7181 return stamina_modifier;
7182}

References CMM_CROUCH, CMM_RUN, get_stamina(), get_stamina_max(), and move_mode.

Referenced by burn_move_stamina(), and run_cost().

◆ start_destination_activity()

void Character::start_destination_activity ( )

Definition at line 10426 of file character.cpp.

10427{
10428 if( !has_destination_activity() ) {
10429 debugmsg( "Tried to start invalid destination activity" );
10430 return;
10431 }
10432
10435}
void clear_destination()
bool has_destination_activity() const

References assign_activity(), clear_destination(), debugmsg, get_destination_activity(), and has_destination_activity().

Referenced by game::handle_action(), and npc::move().

◆ start_hauling()

void Character::start_hauling ( )

Definition at line 9076 of file character.cpp.

9077{
9078 add_msg( _( "You start hauling items along the ground." ) );
9079 if( is_armed() ) {
9080 add_msg( m_warning, _( "Your hands are not free, which makes hauling slower." ) );
9081 }
9082 hauling = true;
9083}

References _, add_msg(), hauling, is_armed(), and m_warning.

Referenced by haul().

◆ stop_hauling()

void Character::stop_hauling ( )

Definition at line 9085 of file character.cpp.

9086{
9087 add_msg( _( "You stop hauling items." ) );
9088 hauling = false;
9089 if( has_activity( ACT_MOVE_ITEMS ) ) {
9091 }
9092}

References _, ACT_MOVE_ITEMS, add_msg(), cancel_activity(), has_activity(), and hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), and game::vertical_move().

◆ store()

void Character::store ( JsonOut json) const
protected

Load variables from json into object.

These variables are common to both the avatar and NPCs.

Definition at line 646 of file savegame_json.cpp.

647{
648 Creature::store( json );
649
650 // assumes already in Character object
651 // positional data
652 json.member( "posx", position.x );
653 json.member( "posy", position.y );
654 json.member( "posz", position.z );
655
656 // stat
657 json.member( "str_cur", str_cur );
658 json.member( "str_max", str_max );
659 json.member( "dex_cur", dex_cur );
660 json.member( "dex_max", dex_max );
661 json.member( "int_cur", int_cur );
662 json.member( "int_max", int_max );
663 json.member( "per_cur", per_cur );
664 json.member( "per_max", per_max );
665
666 json.member( "str_bonus", str_bonus );
667 json.member( "dex_bonus", dex_bonus );
668 json.member( "per_bonus", per_bonus );
669 json.member( "int_bonus", int_bonus );
670
671 json.member( "base_age", init_age );
672 json.member( "base_height", init_height );
673
674 if( prof.is_valid() ) {
675 json.member( "profession", prof );
676 }
677 json.member( "custom_profession", custom_profession );
678
679 // health
680 json.member( "healthy", healthy );
681 json.member( "healthy_mod", healthy_mod );
682 json.member( "healed_24h", healed_total );
683
684 // status
685 json.member( "temp_cur", temp_cur );
686 json.member( "temp_conv", temp_conv );
687 json.member( "frostbite_timer", frostbite_timer );
688 json.member( "body_wetness", body_wetness );
689
690 // needs
691 json.member( "thirst", thirst );
692 json.member( "fatigue", fatigue );
693 json.member( "sleep_deprivation", sleep_deprivation );
694 json.member( "stored_calories", stored_calories );
695 json.member( "radiation", radiation );
696 json.member( "stamina", stamina );
697 json.member( "vitamin_levels", vitamin_levels );
698 json.member( "pkill", pkill );
699 json.member( "omt_path", omt_path );
700 json.member( "consumption_history", consumption_history );
701
702 // crafting etc
703 json.member( "destination_activity", destination_activity );
704 json.member( "activity", activity );
705 json.member( "stashed_outbounds_activity", stashed_outbounds_activity );
706 json.member( "stashed_outbounds_backlog", stashed_outbounds_backlog );
707 json.member( "backlog", backlog );
708 json.member( "activity_vehicle_part_index", activity_vehicle_part_index ); // NPC activity
709
710 // handling for storing activity requirements
711 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
712 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
713 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
714 requirement_data things_to_fetch = requirement_id( backlog.front().str_values.back() ).obj();
715 json.member( "fetch_data", things_to_fetch );
716 }
717
718 json.member( "stim", stim );
719 json.member( "type_of_scent", type_of_scent );
720
721 // breathing
722 json.member( "oxygen", oxygen );
723
724 // traits: permanent 'mutations' more or less
725 json.member( "traits", my_traits );
726 json.member( "mutations", my_mutations );
727 json.member( "magic", magic );
728 json.member( "martial_arts_data", martial_arts_data );
729 // "Fracking Toasters" - Saul Tigh, toaster
730 json.member( "my_bionics", *my_bionics );
731
732 json.member_as_string( "move_mode", move_mode );
733
734 // storing the mount
735 if( is_mounted() ) {
736 json.member( "mounted_creature", g->critter_tracker->temporary_id( *mounted_creature ) );
737 }
738
739 morale->store( json );
740
741 // skills
742 json.member( "skills" );
743 json.start_object();
744 for( const auto &pair : *_skills ) {
745 json.member( pair.first.str(), pair.second );
746 }
747 json.end_object();
748
749 // npc: unimplemented, potentially useful
750 json.member( "learned_recipes", *learned_recipes );
751 autolearn_skills_stamp->clear(); // Invalidates the cache
752
753 // npc; unimplemented
754 if( power_level < 1_kJ ) {
755 json.member( "power_level", std::to_string( units::to_joule( power_level ) ) + " J" );
756 } else {
757 json.member( "power_level", units::to_kilojoule( power_level ) );
758 }
759 json.member( "max_power_level", units::to_kilojoule( max_power_level ) );
760
761 if( !overmap_time.empty() ) {
762 json.member( "overmap_time" );
763 json.start_array();
764 for( const std::pair<const point_abs_omt, time_duration> &pr : overmap_time ) {
765 json.write( pr.first );
766 json.write( pr.second );
767 }
768 json.end_array();
769 }
770 json.member( "stomach", stomach );
771 json.member( "automoveroute", auto_move_route );
772 json.member( "known_traps" );
773 json.start_array();
774 for( const auto &elem : known_traps ) {
775 json.start_object();
776 json.member( "x", elem.first.x );
777 json.member( "y", elem.first.y );
778 json.member( "z", elem.first.z );
779 json.member( "trap", elem.second );
780 json.end_object();
781 }
782 json.end_array();
783}
void store(JsonOut &jsout) const
These two functions are responsible for storing and loading the members of this class to/from json da...
void member_as_string(const std::string &name, const T &value)
Definition: json.h:751
void end_array()
Definition: json.cpp:1961
void start_array(bool wrap=false)
Definition: json.cpp:1950
void start_object(bool wrap=false)
Definition: json.cpp:1931
void write(T val)
Definition: json.h:620
void end_object()
Definition: json.cpp:1942
void member(const std::string &name)
Definition: json.cpp:2046

References _skills, activity, activity_vehicle_part_index, auto_move_route, autolearn_skills_stamp, backlog, body_wetness, consumption_history, custom_profession, destination_activity, dex_bonus, dex_cur, dex_max, JsonOut::end_array(), JsonOut::end_object(), fatigue, frostbite_timer, g, healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, is_mounted(), string_id< T >::is_valid(), known_traps, learned_recipes, magic, martial_arts_data, max_power_level, JsonOut::member(), JsonOut::member_as_string(), morale, mounted_creature, move_mode, my_bionics, my_mutations, my_traits, string_id< T >::obj(), omt_path, overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, prof, radiation, sleep_deprivation, stamina, JsonOut::start_array(), JsonOut::start_object(), stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, Creature::store(), stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, units::to_joule(), units::to_kilojoule(), to_string(), type_of_scent, vitamin_levels, JsonOut::write(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by player::store().

◆ suffer()

void Character::suffer ( )

Handles a large number of timers decrementing and other randomized effects.

Definition at line 1470 of file suffer.cpp.

1471{
1472 const int current_stim = get_stim();
1473 // TODO: Remove this section and encapsulate hp_cur
1474 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
1475 if( elem.second.get_hp_cur() <= 0 ) {
1476 add_effect( effect_disabled, 1_turns, elem.first->token );
1477 }
1478 }
1479
1480 for( bionic &bio : *my_bionics ) {
1481 process_bionic( bio );
1482 }
1483
1484 for( std::pair<const trait_id, char_trait_data> &mut : my_mutations ) {
1485 const mutation_branch &mdata = mut.first.obj();
1486 if( calendar::once_every( 1_minutes ) ) {
1487 suffer_water_damage( mdata );
1488 }
1489 char_trait_data &tdata = mut.second;
1490 if( tdata.powered ) {
1491 suffer_mutation_power( mdata, tdata );
1492 }
1493 }
1494
1495 if( is_underwater() ) {
1497 }
1498
1500
1501 if( !in_sleep_state() ) {
1502 suffer_while_awake( current_stim );
1503 } // Done with while-awake-only effects
1504
1505 if( has_trait( trait_ASTHMA ) ) {
1506 suffer_from_asthma( current_stim );
1507 }
1508
1514 suffer_from_stimulants( current_stim );
1516 // Stimulants can lessen the PERCEIVED effects of sleep deprivation, but
1517 // they do nothing to cure it. As such, abuse is even more dangerous now.
1518 if( current_stim > 0 ) {
1519 // 100% of blacking out = 20160sd ; Max. stim modifier = 12500sd @ 250stim
1520 // Note: Very high stim already has its own slew of bad effects,
1521 // so the "useful" part of this bonus is actually lower.
1522 sleep_deprivation -= current_stim * 50;
1523 }
1524
1526 //Suffer from enchantments
1527 enchantment_cache->activate_passive( *this );
1528
1529 if( calendar::once_every( 1_hours ) ) {
1531 }
1532}
void suffer_in_sunlight()
Definition: suffer.cpp:718
void suffer_from_artifacts()
Definition: suffer.cpp:1319
void suffer_from_addictions()
Definition: suffer.cpp:273
void suffer_from_stimulants(int current_stim)
Definition: suffer.cpp:1341
void suffer_mutation_power(const mutation_branch &mdata, char_trait_data &tdata)
Definition: suffer.cpp:203
void suffer_water_damage(const mutation_branch &mdata)
suffer() subcalls
Definition: suffer.cpp:183
void suffer_while_awake(int current_stim)
Definition: suffer.cpp:300
void process_bionic(bionic &bio)
Handles bionic effects over time of the entered bionic.
Definition: bionics.cpp:1520
void suffer_from_other_mutations()
Definition: suffer.cpp:945
void suffer_without_sleep(int sleep_deprivation)
Definition: suffer.cpp:1383
void suffer_while_underwater()
Definition: suffer.cpp:250
void suffer_from_bad_bionics()
Definition: suffer.cpp:1228
void suffer_from_radiation()
Definition: suffer.cpp:1054
void suffer_from_asthma(int current_stim)
Definition: suffer.cpp:616
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_disabled("disabled")
static const trait_id trait_ASTHMA("ASTHMA")

References Creature::add_effect(), effect_accumulated_mutagen, effect_disabled, enchantment_cache, Creature::get_body(), get_sleep_deprivation(), get_stim(), has_trait(), in_sleep_state(), Creature::is_underwater(), my_bionics, my_mutations, num_bp, calendar::once_every(), char_trait_data::powered, process_bionic(), sleep_deprivation, suffer_from_addictions(), suffer_from_artifacts(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_stimulants(), suffer_in_sunlight(), suffer_mutation_power(), suffer_water_damage(), suffer_while_awake(), suffer_while_underwater(), suffer_without_sleep(), and trait_ASTHMA.

Referenced by process_turn().

◆ suffer_from_addictions()

void Character::suffer_from_addictions ( )
private

Definition at line 273 of file suffer.cpp.

274{
275 time_duration timer = -6_hours;
276 if( has_trait( trait_ADDICTIVE ) ) {
277 timer = -10_hours;
278 } else if( has_trait( trait_NONADDICTIVE ) ) {
279 timer = -3_hours;
280 }
281 for( addiction &cur_addiction : addictions ) {
282 if( cur_addiction.sated <= 0_turns &&
283 cur_addiction.intensity >= MIN_ADDICTION_LEVEL ) {
284 addict_effect( *this, cur_addiction );
285 }
286 cur_addiction.sated -= 1_turns;
287 // Higher intensity addictions heal faster
288 if( cur_addiction.sated - 10_minutes * cur_addiction.intensity < timer ) {
289 if( cur_addiction.intensity <= 2 ) {
290 rem_addiction( cur_addiction.type );
291 break;
292 } else {
293 cur_addiction.intensity--;
294 cur_addiction.sated = 0_turns;
295 }
296 }
297 }
298}
void addict_effect(Character &u, addiction &add)
Definition: addiction.cpp:57
constexpr int MIN_ADDICTION_LEVEL
Definition: addiction.h:13
void rem_addiction(add_type type)
Removes an addition from the player.
Definition: suffer.cpp:1948

References addict_effect(), addictions, has_trait(), MIN_ADDICTION_LEVEL, rem_addiction(), trait_ADDICTIVE, and trait_NONADDICTIVE.

Referenced by suffer().

◆ suffer_from_artifacts()

void Character::suffer_from_artifacts ( )
private

Definition at line 1319 of file suffer.cpp.

1320{
1321 // Artifact effects
1323 add_effect( effect_attention, 3_turns );
1324 }
1325
1327 get_weather().weather_id->precip < precip_class::heavy ) {
1331 }
1332
1333 if( has_artifact_with( AEP_MUTAGENIC ) && one_turn_in( 48_hours ) ) {
1334 mutate();
1335 }
1336 if( has_artifact_with( AEP_FORCE_TELEPORT ) && one_turn_in( 1_hours ) ) {
1337 teleport::teleport( *this );
1338 }
1339}
const weather_type_id & get_bad_weather() const
weather_type_id weather_override
Definition: weather.h:199
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_BAD_WEATHER
Definition: enums.h:140
const weather_generator & get_cur_weather_gen() const
Definition: weather.cpp:1049
void set_nextweather(time_point t)
Definition: weather.cpp:1101
static const efftype_id effect_attention("attention")

References Creature::add_effect(), AEP_ATTENTION, AEP_BAD_WEATHER, AEP_FORCE_TELEPORT, AEP_MUTAGENIC, effect_attention, weather_generator::get_bad_weather(), weather_manager::get_cur_weather_gen(), get_weather(), has_artifact_with(), heavy, mutate(), calendar::once_every(), one_turn_in(), weather_manager::set_nextweather(), teleport::teleport(), calendar::turn, and weather_manager::weather_override.

Referenced by suffer().

◆ suffer_from_asthma()

void Character::suffer_from_asthma ( int  current_stim)
private

Definition at line 616 of file suffer.cpp.

617{
621 return;
622 }
623 if( !one_in( ( to_turns<int>( 6_hours ) - current_stim * 300 ) *
624 ( has_effect( effect_sleep ) ? 10 : 1 ) ) ) {
625 return;
626 }
627 bool auto_use = has_charges( itype_inhaler, 1 ) || has_charges( itype_oxygen_tank, 1 ) ||
629 bool oxygenator = has_bionic( bio_gills ) && get_power_level() >= 3_kJ;
630 if( is_underwater() ) {
631 oxygen = oxygen / 2;
632 auto_use = false;
633 }
634
635 add_msg_player_or_npc( m_bad, _( "You have an asthma attack!" ),
636 "<npcname> starts wheezing and coughing." );
637
639 inventory map_inv;
640 map_inv.form_from_map( g->u.pos(), 2, &g->u );
641 // check if an inhaler is somewhere near
642 bool nearby_use = auto_use || oxygenator || map_inv.has_charges( itype_inhaler, 1 ) ||
643 map_inv.has_charges( itype_oxygen_tank, 1 ) ||
644 map_inv.has_charges( itype_smoxygen_tank, 1 );
645 // check if character has an oxygenator first
646 if( oxygenator ) {
647 mod_power_level( -3_kJ );
648 add_msg_if_player( m_info, _( "You use your Oxygenator to clear it up, "
649 "then go back to sleep." ) );
650 } else if( auto_use ) {
652 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
653 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
655 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
656 "and go back to sleep." ) );
657 }
658 } else if( nearby_use ) {
659 // create new variable to resolve a reference issue
660 int amount = 1;
661 map &here = get_map();
662 if( !here.use_charges( g->u.pos(), 2, itype_inhaler, amount ).empty() ) {
663 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
664 } else if( !here.use_charges( g->u.pos(), 2, itype_oxygen_tank, amount ).empty() ||
665 !here.use_charges( g->u.pos(), 2, itype_smoxygen_tank, amount ).empty() ) {
666 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
667 "and go back to sleep." ) );
668 }
669 } else {
670 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
671 if( has_effect( effect_sleep ) ) {
672 wake_up();
673 } else {
674 if( !is_npc() ) {
675 g->cancel_activity_or_ignore_query( distraction_type::asthma,
676 _( "You can't focus while choking!" ) );
677 }
678 }
679 }
680 } else if( auto_use ) {
681 int charges = 0;
683 moves -= 40;
684 charges = charges_of( itype_inhaler );
685 if( charges == 0 ) {
686 add_msg_if_player( m_bad, _( "You use your last inhaler charge." ) );
687 } else {
688 add_msg_if_player( m_info, vgettext( "You use your inhaler, "
689 "only %d charge left.",
690 "You use your inhaler, "
691 "only %d charges left.", charges ),
692 charges );
693 }
694 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
696 moves -= 500; // synched with use action
698 if( charges == 0 ) {
699 add_msg_if_player( m_bad, _( "You breathe in last bit of oxygen "
700 "from the tank." ) );
701 } else {
702 add_msg_if_player( m_info, vgettext( "You take a deep breath from your oxygen "
703 "tank, only %d charge left.",
704 "You take a deep breath from your oxygen "
705 "tank, only %d charges left.", charges ),
706 charges );
707 }
708 }
709 } else {
710 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
711 if( !is_npc() ) {
712 g->cancel_activity_or_ignore_query( distraction_type::asthma,
713 _( "You can't focus while choking!" ) );
714 }
715 }
716}
bool use_charges_if_avail(const itype_id &it, int quantity)
Definition: character.cpp:9559
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: inventory.cpp:893
std::list< item > use_charges(const tripoint &origin, int range, const itype_id &type, int &quantity, const std::function< bool(const item &)> &filter=return_true< item >, basecamp *bcp=nullptr)
Definition: map.cpp:4918
static const efftype_id effect_datura("datura")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_asthma("asthma")
static const itype_id itype_oxygen_tank("oxygen_tank")
static const itype_id itype_inhaler("inhaler")
static const itype_id itype_smoxygen_tank("smoxygen_tank")
static const bionic_id bio_gills("bio_gills")
static const efftype_id effect_took_antiasthmatic("took_antiasthmatic")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), asthma, bio_gills, visitable< Character >::charges_of(), effect_adrenaline, effect_asthma, effect_datura, effect_narcosis, effect_sleep, effect_took_antiasthmatic, inventory::form_from_map(), g, get_map(), get_power_level(), has_bionic(), has_charges(), inventory::has_charges(), Creature::has_effect(), in_sleep_state(), Creature::is_npc(), Creature::is_underwater(), itype_inhaler, itype_oxygen_tank, itype_smoxygen_tank, m_bad, m_info, mod_power_level(), Creature::moves, one_in(), oxygen, rng(), map::use_charges(), use_charges_if_avail(), vgettext(), and wake_up().

Referenced by suffer().

◆ suffer_from_bad_bionics()

void Character::suffer_from_bad_bionics ( )
private

Definition at line 1228 of file suffer.cpp.

1229{
1230 // Negative bionics effects
1231 if( has_bionic( bio_dis_shock ) && get_power_level() > 9_kJ && one_turn_in( 2_hours ) &&
1233 add_msg_if_player( m_bad, _( "You suffer a painful electrical discharge!" ) );
1234 mod_pain( 1 );
1235 moves -= 150;
1236 mod_power_level( -10_kJ );
1237
1238 if( weapon.typeId() == itype_e_handcuffs && weapon.charges > 0 ) {
1239 weapon.charges -= rng( 1, 3 ) * 50;
1240 if( weapon.charges < 1 ) {
1241 weapon.charges = 1;
1242 }
1243
1244 add_msg_if_player( m_good, _( "The %s seems to be affected by the discharge." ),
1245 weapon.tname() );
1246 }
1247 sfx::play_variant_sound( "bionics", "elec_discharge", 100 );
1248 }
1249 if( has_bionic( bio_dis_acid ) && one_turn_in( 150_minutes ) ) {
1250 add_msg_if_player( m_bad, _( "You suffer a burning acidic discharge!" ) );
1251 hurtall( 1, nullptr );
1252 sfx::play_variant_sound( "bionics", "acid_discharge", 100 );
1253 sfx::do_player_death_hurt( g->u, false );
1254 }
1255 if( has_bionic( bio_drain ) && get_power_level() > 24_kJ && one_turn_in( 1_hours ) ) {
1256 add_msg_if_player( m_bad, _( "Your batteries discharge slightly." ) );
1257 mod_power_level( -25_kJ );
1258 sfx::play_variant_sound( "bionics", "elec_crackle_low", 100 );
1259 }
1260 if( has_bionic( bio_noise ) && one_turn_in( 50_minutes ) &&
1262 // TODO: NPCs with said bionic
1263 if( !is_deaf() ) {
1264 add_msg( m_bad, _( "A bionic emits a crackle of noise!" ) );
1265 sfx::play_variant_sound( "bionics", "elec_blast", 100 );
1266 } else {
1267 add_msg_if_player( m_bad, _( "You feel your faulty bionic shuddering." ) );
1268 sfx::play_variant_sound( "bionics", "elec_blast_muffled", 100 );
1269 }
1270 sounds::sound( pos(), 60, sounds::sound_t::movement, _( "Crackle!" ) ); //sfx above
1271 }
1273 get_power_level() >= get_max_power_level() * .75 ) {
1274 mod_str_bonus( -3 );
1275 }
1276 if( has_bionic( bio_trip ) && one_turn_in( 50_minutes ) &&
1279 add_msg_if_player( m_bad, _( "Your vision pixelates!" ) );
1280 add_effect( effect_visuals, 10_minutes );
1281 sfx::play_variant_sound( "bionics", "pixelated", 100 );
1282 }
1283 if( has_bionic( bio_spasm ) && one_turn_in( 5_hours ) && !has_effect( effect_downed ) &&
1286 _( "Your malfunctioning bionic causes you to spasm and fall to the floor!" ),
1287 _( "<npcname> spasms and falls to the floor!" ) );
1288 mod_pain( 1 );
1289 add_effect( effect_stunned, 1_turns );
1290 add_effect( effect_downed, 10_turns, num_bp, 0 );
1291 sfx::play_variant_sound( "bionics", "elec_crackle_high", 100 );
1292 }
1293 if( has_bionic( bio_shakes ) && get_power_level() > 24_kJ && one_turn_in( 2_hours ) ) {
1294 add_msg_if_player( m_bad, _( "Your bionics short-circuit, causing you to tremble and shiver." ) );
1295 mod_power_level( -25_kJ );
1296 add_effect( effect_shakes, 5_minutes );
1297 sfx::play_variant_sound( "bionics", "elec_crackle_med", 100 );
1298 }
1299 if( has_bionic( bio_leaky ) && one_turn_in( 6_minutes ) ) {
1300 mod_healthy_mod( -1, -200 );
1301 }
1302 if( has_bionic( bio_sleepy ) && one_turn_in( 50_minutes ) && !in_sleep_state() ) {
1303 mod_fatigue( 1 );
1304 }
1305 if( has_bionic( bio_itchy ) && one_turn_in( 50_minutes ) && !has_effect( effect_formication ) &&
1307 add_msg_if_player( m_bad, _( "Your malfunctioning bionic itches!" ) );
1308 body_part bp = random_body_part( true );
1309 add_effect( effect_formication, 10_minutes, bp );
1310 }
1311 if( has_bionic( bio_glowy ) && !has_effect( effect_glowy_led ) && one_turn_in( 50_minutes ) &&
1312 get_power_level() > 1_kJ ) {
1313 add_msg_if_player( m_bad, _( "Your malfunctioning bionic starts to glow!" ) );
1314 add_effect( effect_glowy_led, 5_minutes );
1315 mod_power_level( -1_kJ );
1316 }
1317}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1633
static const bionic_id bio_shakes("bio_shakes")
static const efftype_id effect_glowy_led("glowy_led")
static const efftype_id effect_downed("downed")
static const bionic_id bio_power_weakness("bio_power_weakness")
static const bionic_id bio_dis_shock("bio_dis_shock")
static const bionic_id bio_glowy("bio_glowy")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_trip("bio_trip")
static const bionic_id bio_dis_acid("bio_dis_acid")
static const itype_id itype_e_handcuffs("e_handcuffs")
static const bionic_id bio_spasm("bio_spasm")
static const bionic_id bio_sleepy("bio_sleepy")
static const bionic_id bio_noise("bio_noise")
static const efftype_id effect_shakes("shakes")
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_formication("formication")
static const bionic_id bio_drain("bio_drain")
static const bionic_id bio_itchy("bio_itchy")
static const bionic_id bio_leaky("bio_leaky")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bio_dis_acid, bio_dis_shock, bio_drain, bio_glowy, bio_itchy, bio_leaky, bio_noise, bio_power_weakness, bio_shakes, bio_sleepy, bio_spasm, bio_trip, item::charges, sfx::do_player_death_hurt(), effect_downed, effect_formication, effect_glowy_led, effect_narcosis, effect_shakes, effect_stunned, effect_visuals, g, get_max_power_level(), get_power_level(), has_bionic(), Creature::has_effect(), has_max_power(), hurtall(), in_sleep_state(), is_deaf(), itype_e_handcuffs, m_bad, m_good, m_warning, mod_fatigue(), mod_healthy_mod(), mod_pain(), mod_power_level(), mod_str_bonus(), sounds::movement, Creature::moves, num_bp, one_turn_in(), sfx::play_variant_sound(), pos(), random_body_part(), rng(), sounds::sound(), item::tname(), item::typeId(), and weapon.

Referenced by suffer().

◆ suffer_from_chemimbalance()

void Character::suffer_from_chemimbalance ( )
private

Definition at line 367 of file suffer.cpp.

368{
369 if( one_turn_in( 6_hours ) && !has_trait( trait_NOPAIN ) ) {
370 add_msg_if_player( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
371 mod_pain( 3 * rng( 1, 3 ) );
372 }
373 if( one_turn_in( 6_hours ) ) {
374 int pkilladd = 5 * rng( -1, 2 );
375 if( pkilladd > 0 ) {
376 add_msg_if_player( m_bad, _( "You suddenly feel numb." ) );
377 } else if( ( pkilladd < 0 ) && ( !( has_trait( trait_NOPAIN ) ) ) ) {
378 add_msg_if_player( m_bad, _( "You suddenly ache." ) );
379 }
380 mod_painkiller( pkilladd );
381 }
382 if( one_turn_in( 6_hours ) && !has_effect( effect_sleep ) ) {
383 add_msg_if_player( m_bad, _( "You feel dizzy for a moment." ) );
384 moves -= rng( 10, 30 );
385 }
386 if( one_turn_in( 6_hours ) ) {
387 int hungadd = 5 * rng( -1, 3 );
388 if( hungadd > 0 ) {
389 add_msg_if_player( m_bad, _( "You suddenly feel hungry." ) );
390 } else {
391 add_msg_if_player( m_good, _( "You suddenly feel a little full." ) );
392 }
393 mod_stored_kcal( -10 * hungadd );
394 }
395 if( one_turn_in( 6_hours ) ) {
396 add_msg_if_player( m_bad, _( "You suddenly feel thirsty." ) );
397 mod_thirst( 5 * rng( 1, 3 ) );
398 }
399 if( one_turn_in( 6_hours ) ) {
400 add_msg_if_player( m_good, _( "You feel fatigued all of a sudden." ) );
401 mod_fatigue( 10 * rng( 2, 4 ) );
402 }
403 if( one_turn_in( 8_hours ) ) {
404 if( one_in( 3 ) ) {
406 } else {
407 add_morale( MORALE_FEELING_BAD, -20, -100 );
408 }
409 }
410 if( one_turn_in( 6_hours ) ) {
411 if( one_in( 3 ) ) {
412 add_msg_if_player( m_bad, _( "You suddenly feel very cold." ) );
414 } else {
415 add_msg_if_player( m_bad, _( "You suddenly feel cold." ) );
416 temp_cur.fill( BODYTEMP_COLD );
417 }
419 }
420 if( one_turn_in( 6_hours ) ) {
421 if( one_in( 3 ) ) {
422 add_msg_if_player( m_bad, _( "You suddenly feel very hot." ) );
424 } else {
425 add_msg_if_player( m_bad, _( "You suddenly feel hot." ) );
426 temp_cur.fill( BODYTEMP_HOT );
427 }
429 }
430}
static const trait_id trait_NOPAIN("NOPAIN")

References _, add_morale(), Creature::add_msg_if_player(), BODYTEMP_COLD, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, effect_sleep, Creature::has_effect(), has_trait(), m_bad, m_good, mod_fatigue(), mod_pain(), mod_painkiller(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_BAD, MORALE_FEELING_GOOD, Creature::moves, one_in(), one_turn_in(), rng(), temp_cur, and trait_NOPAIN.

Referenced by suffer_while_awake().

◆ suffer_from_other_mutations()

void Character::suffer_from_other_mutations ( )
private

Definition at line 945 of file suffer.cpp.

946{
947 map &here = get_map();
948 if( has_trait( trait_SHARKTEETH ) && one_turn_in( 24_hours ) ) {
949 add_msg_if_player( m_neutral, _( "You shed a tooth!" ) );
950 here.spawn_item( pos(), "bone", 1 );
951 }
952
954 //~Sound of buzzing Insect Wings
955 sounds::sound( pos(), 10, sounds::sound_t::movement, _( "BZZZZZ" ), false, "misc",
956 "insect_wings" );
957 }
958
959 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
960 int root_vitamins = 0;
961 int root_water = 0;
962 if( has_trait( trait_ROOTS3 ) && here.has_flag( flag_PLOWABLE, pos() ) && !wearing_shoes ) {
963 root_vitamins += 1;
965 root_water += 51;
966 }
967 }
968
969 if( x_in_y( root_vitamins, 576 ) ) {
970 vitamin_mod( vitamin_id( "iron" ), 1, true );
971 vitamin_mod( vitamin_id( "calcium" ), 1, true );
972 mod_healthy_mod( 5, 50 );
973 }
974
975 if( x_in_y( root_water, 2550 ) ) {
976 // Plants draw some crazy amounts of water from the ground in real life,
977 // so these numbers try to reflect that uncertain but large amount
978 // this should take 12 hours to meet your daily needs with ROOTS2, and 8 with ROOTS3
979 mod_thirst( -1 );
980 }
981
982 if( has_trait( trait_SORES ) ) {
983 for( const body_part bp : all_body_parts ) {
984 if( bp == bp_head ) {
985 continue;
986 }
987 int sores_pain = 5 + 0.4 * std::abs( encumb( bp ) );
988 if( get_pain() < sores_pain ) {
989 set_pain( sores_pain );
990 }
991 }
992 }
993 //Web Weavers...weave web
995 // this adds intensity to if its not already there.
996 here.add_field( pos(), fd_web, 1 );
997
998 }
999
1000 // Blind/Deaf for brief periods about once an hour,
1001 // and visuals about once every 30 min.
1002 if( has_trait( trait_PER_SLIME ) ) {
1003 if( one_turn_in( 1_hours ) && !has_effect( effect_deaf ) ) {
1004 add_msg_if_player( m_bad, _( "Suddenly, you can't hear anything!" ) );
1005 add_effect( effect_deaf, rng( 20_minutes, 60_minutes ) );
1006 }
1007 if( one_turn_in( 1_hours ) && !( has_effect( effect_blind ) ) ) {
1008 add_msg_if_player( m_bad, _( "Suddenly, your eyes stop working!" ) );
1009 add_effect( effect_blind, rng( 2_minutes, 6_minutes ) );
1010 }
1011 // Yes, you can be blind and hallucinate at the same time.
1012 // Your post-human biology is truly remarkable.
1013 if( one_turn_in( 30_minutes ) && !( has_effect( effect_visuals ) ) ) {
1014 add_msg_if_player( m_bad, _( "Your visual centers must be acting up…" ) );
1015 add_effect( effect_visuals, rng( 36_minutes, 72_minutes ) );
1016 }
1017 }
1018
1019 if( has_trait( trait_WEB_SPINNER ) && !in_vehicle && one_in( 3 ) ) {
1020 // this adds intensity to if its not already there.
1021 here.add_field( pos(), fd_web, 1 );
1022 }
1023
1024 bool should_mutate = has_trait( trait_UNSTABLE ) && !has_trait( trait_CHAOTIC_BAD ) &&
1025 one_turn_in( 48_hours );
1026 should_mutate |= ( has_trait( trait_CHAOTIC ) || has_trait( trait_CHAOTIC_BAD ) ) &&
1027 one_turn_in( 12_hours );
1028 if( should_mutate ) {
1029 mutate();
1030 }
1031
1032 const bool needs_fire = !has_morale( MORALE_PYROMANIA_NEARFIRE ) &&
1034 if( has_trait( trait_PYROMANIA ) && needs_fire && !in_sleep_state() &&
1035 calendar::once_every( 2_hours ) ) {
1036 add_morale( MORALE_PYROMANIA_NOFIRE, -1, -30, 24_hours, 24_hours, true );
1037 if( calendar::once_every( 4_hours ) ) {
1038 const translation smokin_hot_fiyah =
1039 SNIPPET.random_from_category( "pyromania_withdrawal" ).value_or( translation() );
1040 add_msg_if_player( m_bad, "%s", smokin_hot_fiyah );
1041 }
1042 }
1044 calendar::once_every( 2_hours ) ) {
1046 const translation snip = SNIPPET.random_from_category( "killer_withdrawal" ).value_or(
1047 translation() );
1048 add_msg_if_player( m_bad, "%s", snip );
1049 }
1050 add_morale( MORALE_KILLER_NEED_TO_KILL, -1, -30, 24_hours, 24_hours );
1051 }
1052}
bool has_morale(const morale_type &type) const
Definition: character.cpp:9012
void spawn_item(const tripoint &p, const itype_id &type_id, unsigned quantity=1, int charges=0, const time_point &birthday=calendar::start_of_cataclysm, int damlevel=0)
Definition: map.cpp:4194
const morale_type MORALE_KILLER_HAS_KILLED("morale_killer_has_killed")
const morale_type MORALE_PYROMANIA_STARTFIRE("morale_pyromania_startfire")
const morale_type MORALE_KILLER_NEED_TO_KILL("morale_killer_need_to_kill")
const morale_type MORALE_PYROMANIA_NEARFIRE("morale_pyromania_nearfire")
const morale_type MORALE_PYROMANIA_NOFIRE("morale_pyromania_nofire")
static const efftype_id effect_blind("blind")
static const trait_id trait_PER_SLIME("PER_SLIME")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_CHAOTIC("CHAOTIC")
static const trait_id trait_UNSTABLE("UNSTABLE")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_deaf("deaf")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_WINGS_INSECT("WINGS_INSECT")
static const trait_id trait_SORES("SORES")
static const trait_id trait_KILLER("KILLER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const std::string flag_PLOWABLE("PLOWABLE")
static const trait_id trait_ROOTS3("ROOTS3")

References _, Creature::add_effect(), map::add_field(), add_morale(), Creature::add_msg_if_player(), all_body_parts, bp_head, effect_blind, effect_deaf, effect_visuals, encumb(), fd_web, flag_PLOWABLE(), get_map(), Creature::get_pain(), get_thirst(), has_active_mutation(), Creature::has_effect(), map::has_flag(), has_morale(), has_trait(), in_sleep_state(), in_vehicle, is_wearing_shoes(), LEFT, m_bad, m_neutral, mod_healthy_mod(), mod_thirst(), MORALE_KILLER_HAS_KILLED, MORALE_KILLER_NEED_TO_KILL, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, MORALE_PYROMANIA_STARTFIRE, sounds::movement, mutate(), calendar::once_every(), one_in(), one_turn_in(), pos(), snippet_library::random_from_category(), RIGHT, rng(), set_pain(), SNIPPET, sounds::sound(), map::spawn_item(), trait_CHAOTIC, trait_CHAOTIC_BAD, trait_KILLER, trait_PER_SLIME, trait_PYROMANIA, trait_ROOTS3, trait_SHARKTEETH, trait_SORES, trait_UNSTABLE, trait_WEB_SPINNER, trait_WEB_WEAVER, trait_WINGS_INSECT, turgid, vitamin_mod(), and x_in_y().

Referenced by suffer().

◆ suffer_from_radiation()

void Character::suffer_from_radiation ( )
private

Definition at line 1054 of file suffer.cpp.

1055{
1056 map &here = get_map();
1057 // checking for radioactive items in inventory
1058 const int item_radiation = leak_level( "RADIOACTIVE" );
1059 const int map_radiation = here.get_radiation( pos() );
1060 float rads = map_radiation / 100.0f + item_radiation / 10.0f;
1061
1062 int rad_mut = 0;
1063 if( has_trait( trait_RADIOACTIVE3 ) ) {
1064 rad_mut = 3;
1065 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1066 rad_mut = 2;
1067 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1068 rad_mut = 1;
1069 }
1070
1071 // Spread less radiation when sleeping (slower metabolism etc.)
1072 // Otherwise it can quickly get to the point where you simply can't sleep at all
1073 const bool rad_mut_proc = rad_mut > 0 && x_in_y( rad_mut, to_turns<int>( in_sleep_state() ?
1074 3_hours : 30_minutes ) );
1075
1076 bool has_helmet = false;
1077 const bool power_armored = is_wearing_power_armor( &has_helmet );
1078 const bool rad_resist = power_armored || worn_with_flag( flag_RAD_RESIST );
1079
1080 if( rad_mut > 0 ) {
1081 const bool kept_in = is_rad_immune() || ( rad_resist && !one_in( 4 ) );
1082 if( kept_in ) {
1083 // As if standing on a map tile with radiation level equal to rad_mut
1084 rads += rad_mut / 100.0f;
1085 }
1086
1087 if( rad_mut_proc && !kept_in ) {
1088 // Irradiate a random nearby point
1089 // If you can't, irradiate the player instead
1090 tripoint rad_point = pos() + point( rng( -3, 3 ), rng( -3, 3 ) );
1091 // TODO: Radioactive vehicles?
1092 if( here.get_radiation( rad_point ) < rad_mut ) {
1093 here.adjust_radiation( rad_point, 1 );
1094 } else {
1095 rads += rad_mut;
1096 }
1097 }
1098 }
1099
1100 // Used to control vomiting from radiation to make it not-annoying
1101 bool radiation_increasing = irradiate( rads );
1102
1103 if( radiation_increasing && calendar::once_every( 3_minutes ) && has_bionic( bio_geiger ) ) {
1105 _( "You feel an anomalous sensation coming from "
1106 "your radiation sensors." ) );
1107 }
1108
1109 if( calendar::once_every( 15_minutes ) ) {
1110 if( get_rad() < 0 ) {
1111 set_rad( 0 );
1112 } else if( get_rad() > 2000 ) {
1113 set_rad( 2000 );
1114 }
1115 if( get_option<bool>( "RAD_MUTATION" ) && rng( 100, 10000 ) < get_rad() ) {
1116 mutate();
1117 mod_rad( -50 );
1118 } else if( get_rad() > 50 && rng( 1, 3000 ) < get_rad() && ( stomach.get_calories() > 0 ||
1119 radiation_increasing || !in_sleep_state() ) ) {
1120 vomit();
1121 mod_rad( -1 );
1122 }
1123 }
1124
1125 const bool radiogenic = has_trait( trait_RADIOGENIC );
1126 if( radiogenic && calendar::once_every( 30_minutes ) && get_rad() > 0 ) {
1127 // At 200 irradiation, twice as fast as REGEN
1128 if( x_in_y( get_rad(), 200 ) ) {
1129 healall( 1 );
1130 if( rad_mut == 0 ) {
1131 // Don't heal radiation if we're generating it naturally
1132 // That would counter the main downside of radioactivity
1133 mod_rad( -5 );
1134 }
1135 }
1136 }
1137
1138 if( !radiogenic && get_rad() > 0 ) {
1139 // Even if you heal the radiation itself, the damage is done.
1140 const int hmod = get_healthy_mod();
1141 if( hmod > 200 - get_rad() ) {
1142 set_healthy_mod( std::max( -200, 200 - get_rad() ) );
1143 }
1144 }
1145
1146 if( get_rad() > 200 && calendar::once_every( 10_minutes ) && x_in_y( get_rad(), 1000 ) ) {
1147 hurtall( 1, nullptr );
1148 mod_rad( -5 );
1149 }
1150
1151 if( !reactor_plut && !tank_plut && !slow_rad ) {
1152 return;
1153 }
1154 // Microreactor CBM and supporting bionics
1156 //first do the filtering of plutonium from storage to reactor
1157 if( tank_plut > 0 ) {
1158 int plut_trans;
1160 plut_trans = tank_plut * 0.025;
1161 } else {
1162 plut_trans = tank_plut * 0.005;
1163 }
1164 if( plut_trans < 1 ) {
1165 plut_trans = 1;
1166 }
1167 tank_plut -= plut_trans;
1168 reactor_plut += plut_trans;
1169 }
1170 //leaking radiation, reactor is unshielded, but still better than a simple tank
1171 slow_rad += ( ( tank_plut * 0.1 ) + ( reactor_plut * 0.01 ) );
1172 //begin power generation
1173 if( reactor_plut > 0 ) {
1174 int power_gen = 0;
1175 if( has_bionic( bio_advreactor ) ) {
1176 if( ( reactor_plut * 0.05 ) > 2000 ) {
1177 power_gen = 2000;
1178 } else {
1179 power_gen = reactor_plut * 0.05;
1180 if( power_gen < 1 ) {
1181 power_gen = 1;
1182 }
1183 }
1184 slow_rad += ( power_gen * 3 );
1185 while( slow_rad >= 50 ) {
1186 if( power_gen >= 1 ) {
1187 slow_rad -= 50;
1188 power_gen -= 1;
1189 reactor_plut -= 1;
1190 } else {
1191 break;
1192 }
1193 }
1194 } else if( has_bionic( bio_reactor ) ) {
1195 if( ( reactor_plut * 0.025 ) > 500 ) {
1196 power_gen = 500;
1197 } else {
1198 power_gen = reactor_plut * 0.025;
1199 if( power_gen < 1 ) {
1200 power_gen = 1;
1201 }
1202 }
1203 slow_rad += ( power_gen * 3 );
1204 }
1205 reactor_plut -= power_gen;
1206 while( power_gen >= 250 ) {
1207 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
1208 mod_pain( 1 );
1210 _( "Your chest burns as your power systems overload!" ) );
1211 mod_power_level( 50_kJ );
1212 power_gen -= 60; // ten units of power lost due to short-circuiting into you
1213 }
1214 mod_power_level( units::from_kilojoule( power_gen ) );
1215 }
1216 } else {
1217 slow_rad += ( reactor_plut + tank_plut ) * 40;
1218 //plutonium in body without any kind of container. Not good at all.
1219 reactor_plut *= 0.6;
1220 tank_plut *= 0.6;
1221 }
1222 while( slow_rad >= 1000 ) {
1223 mod_rad( 1 );
1224 slow_rad -= 1000;
1225 }
1226}
void adjust_radiation(const tripoint &p, int delta)
Increment the radiation in the given tile by the given delta (decrement it if delta is negative)
Definition: map.cpp:4058
int get_radiation(const tripoint &p) const
Definition: map.cpp:4034
static const bionic_id bio_geiger("bio_geiger")
static const std::string flag_RAD_RESIST("RAD_RESIST")
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_plut_filter("bio_plut_filter")
static const bionic_id bio_advreactor("bio_advreactor")

References _, Creature::add_msg_if_player(), map::adjust_radiation(), apply_damage(), bio_advreactor, bio_geiger, bio_plut_filter, bio_reactor, flag_RAD_RESIST(), units::from_kilojoule(), stomach_contents::get_calories(), get_healthy_mod(), get_map(), get_rad(), map::get_radiation(), has_active_bionic(), has_bionic(), has_trait(), healall(), hurtall(), in_sleep_state(), irradiate(), is_rad_immune(), is_wearing_power_armor(), leak_level(), m_bad, m_warning, mod_pain(), mod_power_level(), mod_rad(), mutate(), calendar::once_every(), one_in(), pos(), reactor_plut, rng(), set_healthy_mod(), set_rad(), slow_rad, stomach, tank_plut, trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, trait_RADIOGENIC, vomit(), worn_with_flag(), and x_in_y().

Referenced by suffer().

◆ suffer_from_schizophrenia()

void Character::suffer_from_schizophrenia ( )
private

Definition at line 432 of file suffer.cpp.

433{
434 std::string i_name_w;
435 if( !weapon.is_null() ) {
436 i_name_w = weapon.has_var( "item_label" ) ? weapon.get_var( "item_label" ) :
437 //~ %1$s: weapon name
438 string_format( _( "your %1$s" ), weapon.type_name() );
439 }
440 // Start with the effects that both NPCs and avatars can suffer from
441 // Delusions
442 if( one_turn_in( 8_hours ) ) {
443 if( rng( 1, 20 ) > 5 ) { // 75% chance
444 const translation snip = SNIPPET.random_from_category( "schizo_delusion_paranoid" ).value_or(
445 translation() );
446 add_msg_if_player( m_warning, "%s", snip );
447 add_morale( MORALE_FEELING_BAD, -20, -100 );
448 } else { // 25% chance
449 const translation snip = SNIPPET.random_from_category( "schizo_delusion_grandiose" ).value_or(
450 translation() );
451 add_msg_if_player( m_good, "%s", snip );
453 }
454 return;
455 }
456 // Formication
457 if( one_turn_in( 6_hours ) ) {
458 const translation snip = SNIPPET.random_from_category( "schizo_formication" ).value_or(
459 translation() );
460 body_part bp = random_body_part( true );
461 add_effect( effect_formication, 45_minutes, bp );
462 add_msg_if_player( m_bad, "%s", snip );
463 return;
464 }
465 // Numbness
466 if( one_turn_in( 4_hours ) ) {
467 add_msg_if_player( m_bad, _( "You suddenly feel so numb…" ) );
468 mod_painkiller( 25 );
469 return;
470 }
471 // Hallucination
472 if( one_turn_in( 6_hours ) ) {
473 add_effect( effect_hallu, 6_hours );
474 return;
475 }
476 // Visuals
477 if( one_turn_in( 2_hours ) ) {
478 add_effect( effect_visuals, rng( 15_turns, 60_turns ) );
479 return;
480 }
481 // Shaking
482 if( !has_effect( effect_valium ) && one_turn_in( 4_hours ) ) {
483 add_msg_player_or_npc( m_bad, _( "You start to shake uncontrollably." ),
484 _( "<npcname> starts to shake uncontrollably." ) );
485 add_effect( effect_shakes, rng( 2_minutes, 5_minutes ) );
486 return;
487 }
488 // Shout
489 if( one_turn_in( 4_hours ) ) {
490 shout( SNIPPET.random_from_category( "schizo_self_shout" ).value_or( translation() ).translated() );
491 return;
492 }
493 // Drop weapon
494 if( one_turn_in( 2_days ) && !weapon.is_null() ) {
495 const translation snip = SNIPPET.random_from_category( "schizo_weapon_drop" ).value_or(
496 translation() );
497 std::string str = string_format( snip, i_name_w );
498 str[0] = toupper( str[0] );
499
500 add_msg_if_player( m_bad, "%s", str );
501 item_location loc( *this, &weapon );
502 drop( loc, pos() );
503 return;
504 }
505 // Talk to self
506 if( one_turn_in( 4_hours ) ) {
507 const translation snip = SNIPPET.random_from_category( "schizo_self_talk" ).value_or(
508 translation() );
509 add_msg( _( "%1$s says: \"%2$s\"" ), name, snip );
510 return;
511 }
512
513 // effects of this point are entirely internal, so NPCs can't suffer from them
514 if( is_npc() ) {
515 return;
516 }
517 // Sound
518 if( one_turn_in( 4_hours ) ) {
519 sound_hallu();
520 }
521 // Follower turns hostile
522 if( one_turn_in( 4_hours ) ) {
523 std::vector<shared_ptr_fast<npc>> followers = overmap_buffer.get_npcs_near_player( 12 );
524
525 std::string who_gets_angry = name;
526 if( !followers.empty() ) {
527 who_gets_angry = random_entry_ref( followers )->name;
528 }
529 add_msg_if_player( m_bad, _( "%1$s gets angry!" ), who_gets_angry );
530 return;
531 }
532
533 // Monster dies
534 if( one_turn_in( 6_hours ) ) {
535 // TODO: move to monster group json
536 static const std::array<mtype_id, 5> monsters = { {
538 }
539 };
540 add_msg_if_player( _( "%s dies!" ), random_entry_ref( monsters )->nname() );
541 return;
542 }
543
544 // Limb Breaks
545 if( one_turn_in( 4_hours ) ) {
546 const translation snip = SNIPPET.random_from_category( "broken_limb" ).value_or( translation() );
547 add_msg_if_player( m_bad, "%s", snip );
548 return;
549 }
550
551 // NPC chat
552 if( one_turn_in( 4_hours ) ) {
553 std::string i_name = Name::generate( one_in( 2 ) );
554
555 std::string i_talk = SNIPPET.expand( SNIPPET.random_from_category( "<lets_talk>" ).value_or(
556 translation() ).translated() );
557 parse_tags( i_talk, *this, *this );
558
559 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name, i_talk );
560 return;
561 }
562
563 // Skill raise
564 if( one_turn_in( 12_hours ) ) {
565 skill_id raised_skill = Skill::random_skill();
566 add_msg_if_player( m_good, _( "You increase %1$s to level %2$d." ), raised_skill.obj().name(),
567 get_skill_level( raised_skill ) + 1 );
568 return;
569 }
570
571 // Talking weapon
572 if( !weapon.is_null() ) {
573 // If player has a weapon, picks a message from said weapon
574 // Weapon tells player to kill a monster if any are nearby
575 // Weapon is concerned for player if bleeding
576 // Weapon is concerned for itself if damaged
577 // Otherwise random chit-chat
578 std::vector<weak_ptr_fast<monster>> mons = g->all_monsters().items;
579
580 std::string i_talk_w;
581 bool does_talk = false;
582 if( !mons.empty() && one_turn_in( 12_minutes ) ) {
583 std::vector<std::string> seen_mons;
584 for( weak_ptr_fast<monster> &n : mons ) {
585 if( sees( *n.lock() ) ) {
586 seen_mons.emplace_back( n.lock()->get_name() );
587 }
588 }
589 if( !seen_mons.empty() ) {
590 const translation talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_monster" ).value_or(
591 translation() );
592 i_talk_w = string_format( talk_w, random_entry_ref( seen_mons ) );
593 does_talk = true;
594 }
595 }
596 if( !does_talk && has_effect( effect_bleed ) && one_turn_in( 5_minutes ) ) {
597 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_bleeding" ).value_or(
598 translation() ).translated();
599 does_talk = true;
600 } else if( weapon.damage() >= weapon.max_damage() / 3 && one_turn_in( 1_hours ) ) {
601 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_damaged" ).value_or(
602 translation() ).translated();
603 does_talk = true;
604 } else if( one_turn_in( 4_hours ) ) {
605 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_misc" ).value_or(
606 translation() ).translated();
607 does_talk = true;
608 }
609 if( does_talk ) {
610 add_msg_if_player( _( "%1$s says: \"%2$s\"" ), i_name_w, i_talk_w );
611 return;
612 }
613 }
614}
static skill_id random_skill()
Definition: skill.cpp:205
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1030
int max_damage() const
Maximum amount of damage to an item (state before destroyed)
Definition: item.cpp:6101
bool has_var(const std::string &name) const
Whether the variable is defined at all.
Definition: item.cpp:1075
int damage() const
How much damage has the item sustained?
Definition: item.cpp:696
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
std::string expand(const std::string &str) const
Expand the string by recursively replacing tags in angle brackets (<>) with random snippets from the ...
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17
void parse_tags(std::string &phrase, const Character &u, const Character &me, const itype_id &item_type=itype_id::NULL_ID())
Definition: npctalk.cpp:1582
static const efftype_id effect_bleed("bleed")
static const mtype_id mon_zombie_cop("mon_zombie_cop")
static const efftype_id effect_hallu("hallu")
static const mtype_id mon_zombie_fireman("mon_zombie_fireman")
static const mtype_id mon_zombie_fat("mon_zombie_fat")
static const mtype_id mon_zombie_soldier("mon_zombie_soldier")
static const mtype_id mon_zombie("mon_zombie")
static const efftype_id effect_valium("valium")

References _, Creature::add_effect(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::damage(), drop(), effect_bleed, effect_formication, effect_hallu, effect_shakes, effect_valium, effect_visuals, snippet_library::expand(), g, Name::generate(), overmapbuffer::get_npcs_near_player(), get_skill_level(), item::get_var(), Creature::has_effect(), item::has_var(), Creature::is_npc(), item::is_null(), m_bad, m_good, m_warning, item::max_damage(), mod_painkiller(), mon_zombie, mon_zombie_cop, mon_zombie_fat, mon_zombie_fireman, mon_zombie_soldier, MORALE_FEELING_BAD, MORALE_FEELING_GOOD, name, Skill::name(), string_id< T >::obj(), one_in(), one_turn_in(), overmap_buffer, parse_tags(), pos(), random_body_part(), random_entry_ref(), snippet_library::random_from_category(), Skill::random_skill(), rng(), sees(), shout(), SNIPPET, sound_hallu(), string_format(), item::type_name(), and weapon.

Referenced by suffer_while_awake().

◆ suffer_from_stimulants()

void Character::suffer_from_stimulants ( int  current_stim)
private

Definition at line 1341 of file suffer.cpp.

1342{
1343 // Stim +250 kills
1344 if( current_stim > 210 ) {
1345 if( one_turn_in( 2_minutes ) && !has_effect( effect_downed ) ) {
1346 add_msg_if_player( m_bad, _( "Your muscles spasm!" ) );
1347 if( !has_effect( effect_downed ) ) {
1348 add_msg_if_player( m_bad, _( "You fall to the ground!" ) );
1349 add_effect( effect_downed, rng( 6_turns, 20_turns ) );
1350 }
1351 }
1352 }
1353 if( current_stim > 110 ) {
1354 if( !has_effect( effect_shakes ) && calendar::once_every( 10_minutes ) ) {
1355 add_msg_if_player( _( "You shake uncontrollably." ) );
1356 add_effect( effect_shakes, 15_minutes + 1_turns );
1357 }
1358 }
1359 if( current_stim > 75 ) {
1360 if( calendar::once_every( 5_minutes ) && !has_effect( effect_nausea ) ) {
1361 add_msg_if_player( _( "You feel nauseous…" ) );
1362 add_effect( effect_nausea, 5_minutes );
1363 }
1364 }
1365
1366 //stim -200 or painkillers 240 kills
1367 if( current_stim < -160 || get_painkiller() > 200 ) {
1368 if( one_turn_in( 3_minutes ) && !in_sleep_state() ) {
1369 add_msg_if_player( m_bad, _( "You black out!" ) );
1370 const time_duration dur = rng( 30_minutes, 60_minutes );
1371 add_effect( effect_downed, dur );
1372 fall_asleep( dur );
1373 }
1374 }
1375 if( current_stim < -60 || get_painkiller() > 130 ) {
1376 if( calendar::once_every( 10_minutes ) ) {
1377 add_msg_if_player( m_warning, _( "You feel tired…" ) );
1378 mod_fatigue( rng( 1, 2 ) );
1379 }
1380 }
1381}
static const efftype_id effect_nausea("nausea")

References _, Creature::add_effect(), Creature::add_msg_if_player(), effect_downed, effect_nausea, effect_shakes, fall_asleep(), get_painkiller(), Creature::has_effect(), in_sleep_state(), m_bad, m_warning, mod_fatigue(), calendar::once_every(), one_turn_in(), and rng().

Referenced by suffer().

◆ suffer_from_sunburn()

void Character::suffer_from_sunburn ( )
private

Definition at line 810 of file suffer.cpp.

811{
813 return;
814 }
815
816 std::string sunlight_effect;
818 // Albinism and datura have the same effects, once per minute on average
819 if( !one_turn_in( 1_minutes ) ) {
820 return;
821 }
822 sunlight_effect = _( "The sunlight is really irritating" );
823 } else if( has_trait( trait_SUNBURN ) ) {
824 // Sunburn effects occur about 3 times per minute
825 if( !one_turn_in( 20_seconds ) ) {
826 return;
827 }
828 sunlight_effect = _( "The sunlight burns" );
829 }
830
831 // Sunglasses can keep the sun off the eyes.
832 if( !has_bionic( bio_sunglasses ) &&
833 !( wearing_something_on( bodypart_id( "eyes" ) ) &&
835 add_msg_if_player( m_bad, _( "%s your eyes." ), sunlight_effect );
836 // Pain (1/60) or loss of focus (59/60)
837 if( one_turn_in( 1_minutes ) ) {
838 mod_pain( 1 );
839 } else {
840 focus_pool --;
841 }
842 }
843 // Umbrellas can keep the sun off the skin
844 if( weapon.has_flag( "RAIN_PROTECT" ) ) {
845 return;
846 }
847
848 std::map<bodypart_id, float> bp_exposure = bodypart_exposure();
849
850 // Minimum exposure threshold for pain
851 const float MIN_EXPOSURE = 0.01f;
852 // Count how many body parts are above the threshold
853 int count_affected_bp = 0;
854 // Get the most exposed body part, and how exposed it is. This is to tell the player what body
855 // part is most irritated by sun, so they know what needs to be covered up better.
856 bodypart_id most_exposed_bp;
857 float max_exposure = 0.0f;
858 // Check each bodypart with exposure above the minimum
859 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
860 const float exposure = bp_exp.second;
861 // Skip minimally-exposed parts, and skip the eyes (handled by sunglasses)
862 if( exposure <= MIN_EXPOSURE || bp_exp.first == bodypart_id( "eyes" ) ) {
863 continue;
864 }
865 ++count_affected_bp;
866 if( exposure > max_exposure ) {
867 max_exposure = exposure;
868 most_exposed_bp = bp_exp.first;
869 }
870 }
871
872 // If all body parts are protected, there is no suffering
873 if( count_affected_bp == 0 || !most_exposed_bp ) {
874 return;
875 }
876
877 // Check if both arms/legs are affected
878 int count_limbs = 1;
879 const bodypart_id &other_bp = most_exposed_bp->opposite_part;
880 const bodypart_id &other_bp_rev = other_bp->opposite_part;
881 // If these are different, we have a left/right part like a leg or arm.
882 // If same, it's a central body part with no opposite, like head or torso.
883 // Only used to generate a simpler message when both arms or both legs are affected.
884 if( other_bp != other_bp_rev ) {
885 const auto found = bp_exposure.find( other_bp );
886 // Is opposite part exposed?
887 if( found != bp_exposure.end() && found->second > MIN_EXPOSURE ) {
888 ++count_limbs;
889 }
890 }
891 // Get singular or plural body part name; append "and other body parts" if appropriate
892 std::string bp_name = body_part_name( most_exposed_bp, count_limbs );
893 if( count_affected_bp == count_limbs ) {
894 add_msg_if_player( m_bad, _( "%s your %s." ), sunlight_effect, bp_name );
895 } else {
896 add_msg_if_player( m_bad, _( "%s your %s and other body parts." ), sunlight_effect,
897 bp_name );
898 }
899
900 // Wake up from skin irritation/burning
901 if( has_effect( effect_sleep ) ) {
902 wake_up();
903 }
904
905 // Solar Sensitivity (SUNBURN) trait causes injury to exposed parts
906 if( has_trait( trait_SUNBURN ) ) {
907 mod_pain( 1 );
908 // Check exposure of all body parts
909 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
910 const bodypart_id &this_part = bp_exp.first;
911 const float exposure = bp_exp.second;
912 // Skip parts with adequate protection
913 if( exposure <= MIN_EXPOSURE ) {
914 continue;
915 }
916 // Don't damage eyes directly, since it takes from head HP (in other words, your head
917 // won't be destroyed if only your eyes are exposed).
918 if( this_part == bodypart_id( "eyes" ) ) {
919 continue;
920 }
921 // Exposure percentage determines likelihood of injury
922 // 10% exposure is 10% chance of injury, naked = 100% chance
923 if( x_in_y( exposure, 1.0 ) ) {
924 // Because hands and feet share an HP pool with arms and legs, and the mouth shares
925 // an HP pool with the head, those parts take an unfair share of damage in relation
926 // to the torso, which only has one part. Increase torso damage to balance this.
927 if( this_part == bodypart_id( "torso" ) ) {
928 apply_damage( nullptr, this_part, 2 );
929 } else {
930 apply_damage( nullptr, this_part, 1 );
931 }
932 }
933 }
934 } else {
935 // Albinism/datura causes pain (1/60) or focus loss (59/60)
936 if( one_turn_in( 1_minutes ) ) {
937 mod_pain( 1 );
938 } else {
939 focus_pool --;
940 }
941 }
942}
std::map< bodypart_id, float > bodypart_exposure()
Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).
Definition: suffer.cpp:783
static const trait_id trait_ALBINO("ALBINO")
static const std::string flag_BLIND("BLIND")
static const trait_id trait_SUNBURN("SUNBURN")
static const std::string flag_SUN_GLASSES("SUN_GLASSES")
static const bionic_id bio_sunglasses("bio_sunglasses")

References _, Creature::add_msg_if_player(), apply_damage(), bio_sunglasses, body_part_name(), bodypart_exposure(), effect_datura, effect_sleep, flag_BLIND(), flag_SUN_GLASSES(), focus_pool, has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), m_bad, mod_pain(), one_turn_in(), trait_ALBINO, trait_SUNBURN, wake_up(), weapon, wearing_something_on(), worn_with_flag(), and x_in_y().

Referenced by suffer_in_sunlight().

◆ suffer_in_sunlight()

void Character::suffer_in_sunlight ( )
private

Definition at line 718 of file suffer.cpp.

719{
720 double sleeve_factor = armwear_factor();
721 const bool has_hat = wearing_something_on( bodypart_id( "head" ) );
722 const bool leafy = has_trait( trait_LEAVES ) || has_trait( trait_LEAVES2 ) ||
724 const bool leafier = has_trait( trait_LEAVES2 ) || has_trait( trait_LEAVES3 );
725 const bool leafiest = has_trait( trait_LEAVES3 );
726 int sunlight_nutrition = 0;
727 if( leafy && get_map().is_outside( pos() ) && ( g->light_level( pos().z ) >= 40 ) ) {
728 const float weather_factor = ( get_weather().weather_id->sun_intensity >=
729 sun_intensity_type::normal ) ? 1.0 : 0.5;
730 const int player_local_temp = get_weather().get_temperature( pos() );
731 int flux = ( player_local_temp - 65 ) / 2;
732 if( !has_hat ) {
733 sunlight_nutrition += ( 100 + flux ) * weather_factor;
734 }
735 if( leafier ) {
736 int rate = ( ( 100 * sleeve_factor ) + flux ) * 2;
737 sunlight_nutrition += ( rate * ( leafiest ? 2 : 1 ) ) * weather_factor;
738 }
739 }
740
741 if( x_in_y( sunlight_nutrition, 18000 ) ) {
742 vitamin_mod( vitamin_id( "vitA" ), 1, true );
743 vitamin_mod( vitamin_id( "vitC" ), 1, true );
744 }
745
746 if( x_in_y( sunlight_nutrition, 12000 ) ) {
747 mod_stored_kcal( 10 );
748 stomach.ate();
749 }
750
751 if( !g->is_in_sunlight( pos() ) ) {
752 return;
753 }
754
757 }
758
760 get_weather().weather_id->sun_intensity >= sun_intensity_type::high ) {
761 mod_str_bonus( -1 );
762 mod_dex_bonus( -1 );
763 add_miss_reason( _( "The sunlight distracts you." ), 1 );
764 mod_int_bonus( -1 );
765 mod_per_bonus( -1 );
766 }
767 if( has_trait( trait_TROGLO2 ) ) {
768 mod_str_bonus( -1 );
769 mod_dex_bonus( -1 );
770 add_miss_reason( _( "The sunlight distracts you." ), 1 );
771 mod_int_bonus( -1 );
772 mod_per_bonus( -1 );
773 }
774 if( has_trait( trait_TROGLO3 ) ) {
775 mod_str_bonus( -4 );
776 mod_dex_bonus( -4 );
777 add_miss_reason( _( "You can't stand the sunlight!" ), 4 );
778 mod_int_bonus( -4 );
779 mod_per_bonus( -4 );
780 }
781}
void suffer_from_sunburn()
Definition: suffer.cpp:810
double armwear_factor() const
Same as footwear factor, but for arms.
Definition: character.cpp:8833
weather_type_id weather_id
Definition: weather.h:193
sun_intensity_type sun_intensity
Definition: weather_type.h:121
static const trait_id trait_LEAVES("LEAVES")
static const trait_id trait_TROGLO3("TROGLO3")
static const trait_id trait_LEAVES2("LEAVES2")
static const trait_id trait_TROGLO("TROGLO")
static const trait_id trait_TROGLO2("TROGLO2")
static const trait_id trait_LEAVES3("LEAVES3")

References _, add_miss_reason(), armwear_factor(), stomach_contents::ate(), effect_datura, g, get_map(), weather_manager::get_temperature(), get_weather(), Creature::has_effect(), has_trait(), high, mod_dex_bonus(), mod_int_bonus(), mod_per_bonus(), mod_stored_kcal(), mod_str_bonus(), normal, pos(), stomach, suffer_from_sunburn(), weather_type::sun_intensity, trait_ALBINO, trait_LEAVES, trait_LEAVES2, trait_LEAVES3, trait_SUNBURN, trait_TROGLO, trait_TROGLO2, trait_TROGLO3, vitamin_mod(), wearing_something_on(), weather_manager::weather_id, and x_in_y().

Referenced by suffer().

◆ suffer_mutation_power()

void Character::suffer_mutation_power ( const mutation_branch mdata,
char_trait_data tdata 
)
private

Definition at line 203 of file suffer.cpp.

204{
205 if( tdata.powered && tdata.charge > 0 ) {
206 // Already-on units just lose a bit of charge
207 tdata.charge--;
208 } else {
209 // Not-on units, or those with zero charge, have to pay the power cost
210 if( mdata.cooldown > 0 ) {
211 tdata.powered = true;
212 tdata.charge = mdata.cooldown - 1;
213 }
214 if( mdata.hunger ) {
215 // does not directly modify hunger, but burns kcal
216 mod_stored_nutr( mdata.cost );
219 _( "You're too malnourished to keep your %s going." ),
220 mdata.name() );
221 tdata.powered = false;
222 }
223 }
224 if( mdata.thirst ) {
225 mod_thirst( mdata.cost );
226 // Well into Dehydrated
229 _( "You're too dehydrated to keep your %s going." ),
230 mdata.name() );
231 tdata.powered = false;
232 }
233 }
234 if( mdata.fatigue ) {
235 mod_fatigue( mdata.cost );
236 // Exhausted
239 _( "You're too exhausted to keep your %s going." ),
240 mdata.name() );
241 tdata.powered = false;
242 }
243 }
244 if( !tdata.powered ) {
245 apply_mods( mdata.id, false );
246 }
247 }
248}
constexpr float underweight

References _, Creature::add_msg_if_player(), apply_mods(), bmi(), char_trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, dehydrated, exhausted, mutation_branch::fatigue, get_fatigue(), get_thirst(), mutation_branch::hunger, mutation_branch::id, m_warning, mod_fatigue(), mod_stored_nutr(), mod_thirst(), mutation_branch::name(), char_trait_data::powered, mutation_branch::thirst, and character_weight_category::underweight.

Referenced by suffer().

◆ suffer_water_damage()

void Character::suffer_water_damage ( const mutation_branch mdata)
private

suffer() subcalls

Definition at line 183 of file suffer.cpp.

184{
185 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
186 const float wetness_percentage = static_cast<float>( body_wetness[elem.first->token] ) /
187 drench_capacity[elem.first->token];
188 const int dmg = mdata.weakness_to_water * wetness_percentage;
189 if( dmg > 0 ) {
190 apply_damage( nullptr, elem.first, dmg );
191 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the water." ),
192 _( "<npcname>'s %s is damaged by the water." ),
193 body_part_name( elem.first ) );
194 } else if( dmg < 0 && elem.second.is_at_max_hp() ) {
195 heal( elem.first, std::abs( dmg ) );
196 add_msg_player_or_npc( m_good, _( "Your %s is healed by the water." ),
197 _( "<npcname>'s %s is healed by the water." ),
198 body_part_name( elem.first ) );
199 }
200 }
201}
int weakness_to_water
maximum damage dealt by water every minute when wet.
Definition: mutation.h:168

References _, Creature::add_msg_player_or_npc(), apply_damage(), body_part_name(), body_wetness, drench_capacity, Creature::get_body(), heal(), m_bad, m_good, and mutation_branch::weakness_to_water.

Referenced by suffer().

◆ suffer_while_awake()

void Character::suffer_while_awake ( int  current_stim)
private

Definition at line 300 of file suffer.cpp.

301{
303 ( weight_carried() > 4 * weight_capacity() ) ) {
304 if( has_effect( effect_downed ) ) {
305 add_effect( effect_downed, 1_turns, num_bp, 0 );
306 } else {
307 add_effect( effect_downed, 2_turns, num_bp, 0 );
308 }
309 }
312 }
316 }
317
319 if( one_turn_in( 8_hours ) ) {
321 _( "You're suddenly overcome with the urge to sleep and you pass out." ),
322 _( "<npcname>'s suddenly passes out." ) );
323 fall_asleep( 20_minutes );
324 }
325 }
326
328 if( current_stim > 50 && one_in( to_turns<int>( 30_minutes ) - ( current_stim * 6 ) ) ) {
329 add_effect( effect_shakes, 30_minutes + 1_turns * current_stim );
330 } else if( ( get_kcal_percent() < 0.95f ) &&
331 one_turn_in( 60_minutes - 1_seconds * ( max_stored_kcal() - get_stored_kcal() ) ) ) {
332 add_effect( effect_shakes, 40_minutes );
333 }
334 }
335
336 if( has_trait( trait_MOODSWINGS ) && one_turn_in( 6_hours ) ) {
337 if( rng( 1, 20 ) > 9 ) {
338 // 55% chance
339 add_morale( MORALE_MOODSWING, -100, -500 );
340 } else {
341 // 45% chance
342 add_morale( MORALE_MOODSWING, 100, 500 );
343 }
344 }
345
346 if( has_trait( trait_VOMITOUS ) && one_turn_in( 7_hours ) ) {
347 vomit();
348 }
349
350 if( has_trait( trait_SHOUT1 ) && one_turn_in( 6_hours ) ) {
351 shout();
352 }
353 if( has_trait( trait_SHOUT2 ) && one_turn_in( 4_hours ) ) {
354 shout();
355 }
356 if( has_trait( trait_SHOUT3 ) && one_turn_in( 3_hours ) ) {
357 shout();
358 }
359 if( has_trait( trait_M_SPORES ) && one_turn_in( 4_hours ) ) {
360 spores();
361 }
362 if( has_trait( trait_M_BLOSSOMS ) && one_turn_in( 3_hours ) ) {
363 blossoms();
364 }
365}
void suffer_from_chemimbalance()
Definition: suffer.cpp:367
void suffer_from_schizophrenia()
Definition: suffer.cpp:432
const morale_type MORALE_MOODSWING("morale_moodswing")
static const trait_id trait_JITTERY("JITTERY")
static const trait_id trait_SHOUT1("SHOUT1")
static const trait_id trait_NARCOLEPTIC("NARCOLEPTIC")
static const efftype_id effect_took_thorazine("took_thorazine")
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
static const trait_id trait_CHEMIMBALANCE("CHEMIMBALANCE")
static const trait_id trait_M_BLOSSOMS("M_BLOSSOMS")
static const trait_id trait_SHOUT3("SHOUT3")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const trait_id trait_M_SPORES("M_SPORES")
static const trait_id trait_MOODSWINGS("MOODSWINGS")

References _, Creature::add_effect(), add_morale(), Creature::add_msg_player_or_npc(), AEP_SCHIZO, blossoms(), effect_downed, effect_shakes, effect_took_thorazine, fall_asleep(), get_kcal_percent(), get_stored_kcal(), has_artifact_with(), Creature::has_effect(), has_trait(), m_bad, max_stored_kcal(), MORALE_MOODSWING, num_bp, one_in(), one_turn_in(), rng(), shout(), spores(), suffer_from_chemimbalance(), suffer_from_schizophrenia(), trait_CHEMIMBALANCE, trait_DEBUG_STORAGE, trait_JITTERY, trait_M_BLOSSOMS, trait_M_SPORES, trait_MOODSWINGS, trait_NARCOLEPTIC, trait_SCHIZOPHRENIC, trait_SHOUT1, trait_SHOUT2, trait_SHOUT3, trait_VOMITOUS, vomit(), weight_capacity(), and weight_carried().

Referenced by suffer().

◆ suffer_while_underwater()

void Character::suffer_while_underwater ( )
private

Definition at line 250 of file suffer.cpp.

251{
253 oxygen--;
254 }
255 if( oxygen < 12 && worn_with_flag( "REBREATHER" ) ) {
256 oxygen += 12;
257 }
258 if( oxygen <= 5 ) {
259 if( has_bionic( bio_gills ) && get_power_level() >= 25_kJ ) {
260 oxygen += 5;
261 mod_power_level( -25_kJ );
262 } else {
263 add_msg_if_player( m_bad, _( "You're drowning!" ) );
264 apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 4 ) );
265 }
266 }
267 if( has_trait( trait_FRESHWATEROSMOSIS ) && !get_map().has_flag_ter( "SALT_WATER", pos() ) &&
269 mod_thirst( -1 );
270 }
271}
static const trait_id trait_FRESHWATEROSMOSIS("FRESHWATEROSMOSIS")
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")

References _, Creature::add_msg_if_player(), apply_damage(), bio_gills, get_map(), get_power_level(), get_thirst(), has_bionic(), has_trait(), m_bad, mod_power_level(), mod_thirst(), oxygen, pos(), rng(), trait_FRESHWATEROSMOSIS, trait_GILLS, trait_GILLS_CEPH, turgid, and worn_with_flag().

Referenced by suffer().

◆ suffer_without_sleep()

void Character::suffer_without_sleep ( int  sleep_deprivation)
private

Definition at line 1383 of file suffer.cpp.

1384{
1385 if( has_effect( effect_meth ) ) {
1386 return;
1387 }
1388 // redo as a snippet?
1390 if( one_turn_in( 50_minutes ) ) {
1391 switch( dice( 1, 4 ) ) {
1392 default:
1393 case 1:
1394 add_msg_player_or_npc( m_warning, _( "You tiredly rub your eyes." ),
1395 _( "<npcname> tiredly rubs their eyes." ) );
1396 break;
1397 case 2:
1398 add_msg_player_or_npc( m_warning, _( "You let out a small yawn." ),
1399 _( "<npcname> lets out a small yawn." ) );
1400 break;
1401 case 3:
1402 add_msg_player_or_npc( m_warning, _( "You stretch your back." ),
1403 _( "<npcname> stretches their back." ) );
1404 break;
1405 case 4:
1406 add_msg_player_or_npc( m_warning, _( "You feel mentally tired." ),
1407 _( "<npcname> lets out a huge yawn." ) );
1408 break;
1409 }
1410 }
1411 }
1412 // Minor discomfort
1414 if( one_turn_in( 75_minutes ) ) {
1415 add_msg_if_player( m_warning, _( "You feel lightheaded for a moment." ) );
1416 moves -= 10;
1417 }
1418 if( one_turn_in( 100_minutes ) ) {
1419 add_msg_if_player( m_warning, _( "Your muscles spasm uncomfortably." ) );
1420 mod_pain( 2 );
1421 }
1422 if( !has_effect( effect_visuals ) && one_turn_in( 150_minutes ) ) {
1423 add_msg_if_player( m_warning, _( "Your vision blurs a little." ) );
1424 add_effect( effect_visuals, rng( 1_minutes, 5_minutes ) );
1425 }
1426 }
1427 // Slight disability
1429 if( one_turn_in( 75_minutes ) ) {
1430 add_msg_if_player( m_bad, _( "Your mind lapses into unawareness briefly." ) );
1431 moves -= rng( 20, 80 );
1432 }
1433 if( one_turn_in( 125_minutes ) ) {
1434 add_msg_if_player( m_bad, _( "Your muscles ache in stressfully unpredictable ways." ) );
1435 mod_pain( rng( 2, 10 ) );
1436 }
1437 if( one_turn_in( 5_hours ) ) {
1438 add_msg_if_player( m_bad, _( "You have a distractingly painful headache." ) );
1439 mod_pain( rng( 10, 25 ) );
1440 }
1441 }
1442 // Major disability, high chance of passing out also relevant
1444 if( !has_effect( effect_nausea ) && one_turn_in( 500_minutes ) ) {
1445 add_msg_if_player( m_bad, _( "You feel heartburn and an acid taste in your mouth." ) );
1446 mod_pain( 5 );
1447 add_effect( effect_nausea, rng( 5_minutes, 30_minutes ) );
1448 }
1449 if( one_turn_in( 5_hours ) ) {
1450 add_msg_if_player( m_bad, _( "Your mind is so tired that you feel you can't trust "
1451 "your eyes anymore." ) );
1452 add_effect( effect_hallu, rng( 5_minutes, 60_minutes ) );
1453 }
1454 if( !has_effect( effect_shakes ) && one_turn_in( 425_minutes ) ) {
1455 add_msg_if_player( m_bad, _( "Your muscles spasm uncontrollably, and you have "
1456 "trouble keeping your balance." ) );
1457 add_effect( effect_shakes, 15_minutes );
1458 } else if( has_effect( effect_shakes ) && one_turn_in( 75_seconds ) ) {
1459 moves -= 10;
1460 add_msg_player_or_npc( m_warning, _( "Your shaking legs make you stumble." ),
1461 _( "<npcname> stumbles." ) );
1462 if( !has_effect( effect_downed ) && one_in( 10 ) ) {
1463 add_msg_player_or_npc( m_bad, _( "You fall over!" ), _( "<npcname> falls over!" ) );
1464 add_effect( effect_downed, rng( 3_turns, 10_turns ) );
1465 }
1466 }
1467 }
1468}
static const efftype_id effect_meth("meth")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dice(), effect_downed, effect_hallu, effect_meth, effect_nausea, effect_shakes, effect_visuals, harmless, Creature::has_effect(), m_bad, m_warning, major, minor, mod_pain(), Creature::moves, one_in(), one_turn_in(), rng(), serious, and sleep_deprivation.

Referenced by suffer().

◆ swim_speed()

int Character::swim_speed ( ) const

Returns the player's speed for swimming across water tiles.

Strength increases swim speed bonus from PAWS Strength increases swim speed bonus from PAWS_LARGE Strength increases swim speed bonus from swim_fins Strength increases swim speed bonus from WEBBED Swimming increases swim speed Strength increases swim speed Dexterity increases swim speed

Definition at line 937 of file character.cpp.

938{
939 int ret;
940 if( is_mounted() ) {
941 monster *mon = mounted_creature.get();
942 // no difference in swim speed by monster type yet.
943 // TODO: difference in swim speed by monster type.
944 // No monsters are currently mountable and can swim, though mods may allow this.
945 if( mon->swims() ) {
946 ret = 25;
947 ret += get_weight() / 120_gram - 50 * mon->get_size();
948 return ret;
949 }
950 }
951 const auto usable = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
952 float hand_bonus_mult = ( usable.test( bp_hand_l ) ? 0.5f : 0.0f ) +
953 ( usable.test( bp_hand_r ) ? 0.5f : 0.0f );
954
955 // base swim speed.
956 ret = ( 440 * mutation_value( "movecost_swim_modifier" ) ) + weight_carried() /
957 ( 60_gram / mutation_value( "movecost_swim_modifier" ) ) - 50 * get_skill_level( skill_swimming );
958 /** @EFFECT_STR increases swim speed bonus from PAWS */
959 if( has_trait( trait_PAWS ) ) {
960 ret -= hand_bonus_mult * ( 20 + str_cur * 3 );
961 }
962 /** @EFFECT_STR increases swim speed bonus from PAWS_LARGE */
963 if( has_trait( trait_PAWS_LARGE ) ) {
964 ret -= hand_bonus_mult * ( 20 + str_cur * 4 );
965 }
966 /** @EFFECT_STR increases swim speed bonus from swim_fins */
967 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) ||
968 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
969 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) &&
970 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
971 ret -= ( 15 * str_cur );
972 } else {
973 ret -= ( 15 * str_cur ) / 2;
974 }
975 }
976 /** @EFFECT_STR increases swim speed bonus from WEBBED */
977 if( has_trait( trait_WEBBED ) ) {
978 ret -= hand_bonus_mult * ( 60 + str_cur * 5 );
979 }
980 /** @EFFECT_SWIMMING increases swim speed */
981 ret += ( 50 - get_skill_level( skill_swimming ) * 2 ) * ( ( encumb( bp_leg_l ) + encumb(
982 bp_leg_r ) ) / 10 );
983 ret += ( 80 - get_skill_level( skill_swimming ) * 3 ) * ( encumb( bp_torso ) / 10 );
984 if( get_skill_level( skill_swimming ) < 10 ) {
985 for( auto &i : worn ) {
986 ret += i.volume() / 125_ml * ( 10 - get_skill_level( skill_swimming ) );
987 }
988 }
989 /** @EFFECT_STR increases swim speed */
990
991 /** @EFFECT_DEX increases swim speed */
992 ret -= str_cur * 6 + dex_cur * 4;
993 if( worn_with_flag( "FLOTATION" ) ) {
994 ret = std::min( ret, 400 );
995 ret = std::max( ret, 200 );
996 }
997 // If (ret > 500), we can not swim; so do not apply the underwater bonus.
998 if( is_underwater() && ret < 500 ) {
999 ret -= 50;
1000 }
1001
1002 // Running movement mode while swimming means faster swim style, like crawlstroke
1003 if( move_mode == CMM_RUN ) {
1004 ret -= 80;
1005 }
1006 // Crouching movement mode while swimming means slower swim style, like breaststroke
1007 if( move_mode == CMM_CROUCH ) {
1008 ret += 50;
1009 }
1010
1011 if( ret < 30 ) {
1012 ret = 30;
1013 }
1014 return ret;
1015}
static const skill_id skill_swimming("swimming")
static const trait_id trait_WEBBED("WEBBED")
static const trait_id trait_PAWS_LARGE("PAWS_LARGE")
static const trait_id trait_PAWS("PAWS")
bool swims() const
Definition: monster.cpp:946

References bp_hand_l, bp_hand_r, bp_leg_l, bp_leg_r, bp_torso, CMM_CROUCH, CMM_RUN, dex_cur, encumb(), exclusive_flag_coverage(), monster::get_size(), get_skill_level(), get_weight(), has_trait(), is_mounted(), Creature::is_underwater(), mounted_creature, move_mode, mutation_value(), cata::hash64_detail::ret, skill_swimming, str_cur, monster::swims(), trait_PAWS, trait_PAWS_LARGE, trait_WEBBED, weight_carried(), worn, and worn_with_flag().

Referenced by avatar_action::move(), avatar_action::swim(), and game::vertical_move().

◆ switch_mutations()

void Character::switch_mutations ( const trait_id switched,
const trait_id target,
bool  start_powered 
)

Unset switched mutation and set target mutation instead.

Definition at line 184 of file mutation.cpp.

186{
187 unset_mutation( switched );
188 mutation_loss_effect( switched );
189
190 set_mutation( target );
191 my_mutations[target].powered = start_powered;
192 mutation_effect( target );
193}

References mutation_effect(), mutation_loss_effect(), my_mutations, set_mutation(), and unset_mutation().

Referenced by activate_mutation(), and deactivate_mutation().

◆ symbol()

const std::string & Character::symbol ( ) const
overridevirtual

Implements Creature.

Definition at line 521 of file character.cpp.

522{
523 static const std::string character_symbol( "@" );
524 return character_symbol;
525}

Referenced by anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and avatar::memorize_symbol().

◆ symbol_color()

nc_color Character::symbol_color ( ) const
overridevirtual

Implements Creature.

Definition at line 6021 of file character.cpp.

6022{
6023 nc_color basic = basic_symbol_color();
6024
6025 if( has_effect( effect_downed ) ) {
6026 return hilite( basic );
6027 } else if( has_effect( effect_grabbed ) ) {
6028 return cyan_background( basic );
6029 }
6030
6031 const auto &fields = get_map().field_at( pos() );
6032
6033 // Priority: electricity, fire, acid, gases
6034 bool has_elec = false;
6035 bool has_fire = false;
6036 bool has_acid = false;
6037 bool has_fume = false;
6038 for( const auto &field : fields ) {
6039 has_elec = field.first.obj().has_elec;
6040 if( has_elec ) {
6041 return hilite( basic );
6042 }
6043 has_fire = field.first.obj().has_fire;
6044 has_acid = field.first.obj().has_acid;
6045 has_fume = field.first.obj().has_fume;
6046 }
6047 if( has_fire ) {
6048 return red_background( basic );
6049 }
6050 if( has_acid ) {
6051 return green_background( basic );
6052 }
6053 if( has_fume ) {
6054 return white_background( basic );
6055 }
6056 if( in_sleep_state() ) {
6057 return hilite( basic );
6058 }
6059 return basic;
6060}
nc_color basic_symbol_color() const override
Definition: character.cpp:5991
A variable sized collection of field entries on a given map square.
Definition: field.h:131
nc_color white_background(const nc_color &c)
Definition: color.cpp:521
nc_color green_background(const nc_color &c)
Definition: color.cpp:527
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
nc_color cyan_background(const nc_color &c)
Definition: color.cpp:545
nc_color hilite(const nc_color &c)
Definition: color.cpp:509

References basic_symbol_color(), cyan_background(), effect_downed, effect_grabbed, map::field_at(), get_map(), green_background(), Creature::has_effect(), has_fire(), hilite(), in_sleep_state(), pos(), red_background(), and white_background().

Referenced by overmap_ui::draw_ascii(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and game::list_monsters().

◆ temp_corrected_by_climate_control()

int Character::temp_corrected_by_climate_control ( int  temperature) const

Value of the body temperature corrected by climate control.

Definition at line 9469 of file character.cpp.

9470{
9471 const int variation = int( BODYTEMP_NORM * 0.5 );
9472 if( temperature < BODYTEMP_SCORCHING + variation &&
9473 temperature > BODYTEMP_FREEZING - variation ) {
9476 } else if( temperature > BODYTEMP_VERY_HOT ) {
9478 } else if( temperature > BODYTEMP_HOT ) {
9480 } else if( temperature < BODYTEMP_FREEZING ) {
9482 } else if( temperature < BODYTEMP_VERY_COLD ) {
9484 } else if( temperature < BODYTEMP_COLD ) {
9486 }
9487 }
9488 return temperature;
9489}

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, and BODYTEMP_VERY_HOT.

Referenced by update_bodytemp().

◆ temp_equalizer()

void Character::temp_equalizer ( const bodypart_id bp1,
const bodypart_id bp2 
)

Equalizes heat between body parts.

Definition at line 5691 of file character.cpp.

5692{
5693 // Body heat is moved around.
5694 // If bp1 is warmer, it will lose heat
5695 int diff = static_cast<int>( ( temp_cur[bp2->token] - temp_cur[bp1->token] ) * 0.001 );
5696 temp_cur[bp1->token] += diff;
5697 temp_cur[bp2->token] -= diff;
5698}

References temp_cur.

Referenced by update_bodytemp().

◆ throw_range()

int Character::throw_range ( const item it) const

Maximum thrown range with a given item, taking all active effects into account.

Strength determines maximum weight that can be thrown Strength increases throwing range, vs item weight (high or low) Strength caps throwing range Throw caps throwing range

Definition at line 6179 of file character.cpp.

6180{
6181 if( it.is_null() ) {
6182 return -1;
6183 }
6184
6185 item tmp = it;
6186
6187 if( tmp.count_by_charges() && tmp.charges > 1 ) {
6188 tmp.charges = 1;
6189 }
6190
6191 /** @EFFECT_STR determines maximum weight that can be thrown */
6192 if( ( tmp.weight() / 113_gram ) > static_cast<int>( str_cur * 15 ) ) {
6193 return 0;
6194 }
6195 // Increases as weight decreases until 150 g, then decreases again
6196 /** @EFFECT_STR increases throwing range, vs item weight (high or low) */
6197 int str_override = str_cur;
6198 if( is_mounted() ) {
6199 auto mons = mounted_creature.get();
6200 str_override = mons->mech_str_addition() != 0 ? mons->mech_str_addition() : str_cur;
6201 }
6202 int ret = ( str_override * 10 ) / ( tmp.weight() >= 150_gram ? tmp.weight() / 113_gram : 10 -
6203 static_cast<int>(
6204 tmp.weight() / 15_gram ) );
6205 ret -= tmp.volume() / 1_liter;
6206 static const std::set<material_id> affected_materials = { material_id( "iron" ), material_id( "steel" ) };
6207 if( has_active_bionic( bio_railgun ) && tmp.made_of_any( affected_materials ) ) {
6208 ret *= 2;
6209 }
6210 if( ret < 1 ) {
6211 return 1;
6212 }
6213 // Cap at double our strength + skill
6214 /** @EFFECT_STR caps throwing range */
6215
6216 /** @EFFECT_THROW caps throwing range */
6217 if( ret > str_override * 3 + get_skill_level( skill_throw ) ) {
6218 return str_override * 3 + get_skill_level( skill_throw );
6219 }
6220
6221 return ret;
6222}
static const bionic_id bio_railgun("bio_railgun")
static const skill_id skill_throw("throw")

References bio_railgun, item::charges, item::count_by_charges(), get_skill_level(), has_active_bionic(), is_mounted(), item::is_null(), item::made_of_any(), mounted_creature, cata::hash64_detail::ret, skill_throw, str_cur, item::volume(), and item::weight().

Referenced by npc::alt_attack(), target_handler::mode_throw(), and avatar_action::plthrow().

◆ toggle_trait()

void Character::toggle_trait ( const trait_id trait_)

Toggles a trait on the player and in their mutation list.

Definition at line 127 of file mutation.cpp.

128{
129 // Take copy of argument because it might be a reference into a container
130 // we're about to erase from.
131 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
132 const trait_id trait = trait_;
133 const auto titer = my_traits.find( trait );
134 const auto miter = my_mutations.find( trait );
135 // These shouldn't be inlined, otherwise the sync check uses invalid iterators
136 bool no_trait = titer == my_traits.end();
137 bool no_mutation = miter == my_mutations.end();
138 if( no_trait ) {
139 my_traits.insert( trait );
140 } else {
141 my_traits.erase( titer );
142 }
143 if( no_trait != no_mutation ) {
144 debugmsg( "my_traits and my_mutations were out of sync for %s\n", trait.str() );
145 return;
146 }
147 if( no_mutation ) {
148 set_mutation( trait );
149 } else {
150 unset_mutation( trait );
151 }
152}

References debugmsg, my_mutations, my_traits, set_mutation(), string_id< T >::str(), and unset_mutation().

Referenced by newcharacter::add_traits(), clear_mutations(), avatar::create(), wish_mutate_callback::key(), avatar::randomize(), npc::randomize(), reset_scenario(), set_profession(), set_traits(), and gun_actor::shoot().

◆ unarmed_attack()

bool Character::unarmed_attack ( ) const

True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.

Definition at line 150 of file melee.cpp.

151{
152 const item &weap = used_weapon();
153 return weap.is_null() || weap.has_flag( "UNARMED_WEAPON" );
154}

References item::has_flag(), item::is_null(), and used_weapon().

Referenced by mattack::copbot(), has_weapon(), conditional_t< T >::set_can_stow_weapon(), and conditional_t< T >::set_has_weapon().

◆ unimpaired_range()

int Character::unimpaired_range ( ) const

Returns the player maximum vision range factoring in mutations, diseases, and other effects.

Definition at line 750 of file character.cpp.

751{
752 return std::min( sight_max, 60 );
753}

References sight_max.

Referenced by sees().

◆ uninstall_bionic() [1/2]

bool Character::uninstall_bionic ( const bionic target_cbm,
monster installer,
player patient,
float  adjusted_skill 
)

Used by monster to perform surgery.

Definition at line 2074 of file bionics.cpp.

2076{
2077 if( installer.ammo[itype_anesthetic] <= 0 ) {
2078 if( g->u.sees( installer ) ) {
2079 add_msg( _( "The %s's anesthesia kit looks empty." ), installer.name() );
2080 }
2081 return false;
2082 }
2083
2084 const itype_id itemtype = target_cbm.info().itype();
2085 int difficulty = itemtype.is_valid() ? itemtype->bionic->difficulty : BIONIC_NOITEM_DIFFICULTY;
2086 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2087 int success = chance_of_success - rng( 1, 100 );
2088
2089 const time_duration duration = difficulty * 20_minutes;
2090 // don't stack up the effect
2091 if( !installer.has_effect( effect_operating ) ) {
2092 installer.add_effect( effect_operating, duration + 5_turns );
2093 }
2094
2095 if( patient.is_player() ) {
2096 add_msg( m_bad,
2097 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2098 } else if( g->u.sees( installer ) ) {
2099 add_msg( m_bad,
2100 _( "The %1$s gently inserts a syringe into %2$s's arm and starts injecting something while holding them down." ),
2101 installer.name(), patient.disp_name() );
2102 }
2103
2104 installer.ammo[itype_anesthetic] -= 1;
2105
2106 patient.add_effect( effect_narcosis, duration );
2107 patient.add_effect( effect_sleep, duration );
2108
2109 if( patient.is_player() ) {
2110 add_msg( _( "You fall asleep and %1$s starts operating." ), installer.disp_name() );
2111 } else if( g->u.sees( patient ) ) {
2112 add_msg( _( "%1$s falls asleep and %2$s starts operating." ), patient.disp_name(),
2113 installer.disp_name() );
2114 }
2115
2116 if( success > 0 ) {
2117
2118 if( patient.is_player() ) {
2119 add_msg( m_neutral, _( "Your parts are jiggled back into their familiar places." ) );
2120 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2121 } else if( patient.is_npc() && g->u.sees( patient ) ) {
2122 add_msg( m_neutral, _( "%s's parts are jiggled back into their familiar places." ),
2123 patient.disp_name() );
2124 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2125 }
2126
2127 // remove power bank provided by bionic
2128 patient.mod_max_power_level( -target_cbm.info().capacity );
2129 patient.remove_bionic( target_cbm.id );
2130 const itype_id iid = itemtype.is_valid() ? itemtype : itype_burnt_out_bionic;
2132 cbm.faults.emplace( fault_bionic_nonsterile );
2133 get_map().add_item( patient.pos(), cbm );
2134 } else {
2135 bionics_uninstall_failure( installer, patient, difficulty, success, adjusted_skill );
2136 }
2137
2138 return false;
2139}
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_operating("operating")
static const itype_id itype_anesthetic("anesthetic")
std::map< itype_id, int > ammo
Definition: monster.h:514
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Definition: monster.cpp:537
bool is_npc() const override
Definition: player.h:109

References _, Creature::add_effect(), monster::add_effect(), map::add_item(), add_msg(), monster::ammo, itype::bionic, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_uninstall_failure(), bionic_data::capacity, disp_name(), monster::disp_name(), effect_narcosis, effect_operating, effect_sleep, fault_bionic_nonsterile, item::faults, g, get_map(), Creature::has_effect(), bionic::id, bionic::info(), player::is_npc(), player::is_player(), string_id< T >::is_valid(), bionic_data::itype(), itype_anesthetic, itype_burnt_out_bionic, m_bad, m_mixed, m_neutral, mod_max_power_level(), bionic_data::name, monster::name(), pos(), remove_bionic(), rng(), calendar::start_of_cataclysm, and behavior::success.

◆ uninstall_bionic() [2/2]

bool Character::uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 1970 of file bionics.cpp.

1972{
1973 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1974 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1975 if( b_id->itype().is_valid() ) {
1976 const itype *type = &*b_id->itype();
1977 if( type->bionic ) {
1978 difficulty = type->bionic->difficulty;
1979 }
1980 }
1981
1982 // removal of bionics adds +2 difficulty over installation
1983 float adjusted_skill;
1984 int pl_skill;
1985 if( autodoc ) {
1986 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
1989 skill_level );
1990 pl_skill = installer.bionics_pl_skill( skill_firstaid,
1993 skill_level );
1994 } else {
1995 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
1998 skill_level );
1999 pl_skill = installer.bionics_pl_skill( skill_electronics,
2002 skill_level );
2003 }
2004
2005 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2006
2007 // Surgery is imminent, retract claws or blade if active
2008 for( bionic &bio : *installer.my_bionics ) {
2009 if( bio.powered && bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
2010 installer.deactivate_bionic( bio );
2011 }
2012 }
2013
2014 int success = chance_of_success - rng( 1, 100 );
2015 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2016 perform_uninstall( b_id, difficulty, success, b_id->capacity, pl_skill );
2017 return true;
2018 }
2019 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2020
2021 activity.values.push_back( difficulty );
2022 activity.values.push_back( success );
2023 activity.values.push_back( units::to_kilojoule( b_id->capacity ) );
2024 activity.values.push_back( pl_skill );
2025 activity.str_values.push_back( "uninstall" );
2026 activity.str_values.push_back( b_id.str() );
2027 activity.str_values.push_back( "" ); // installer_name is unused for uninstall
2028 if( autodoc ) {
2029 activity.str_values.push_back( "true" );
2030 } else {
2031 activity.str_values.push_back( "false" );
2032 }
2033 for( const std::pair<const bodypart_str_id, int> &elem : b_id->occupied_bodyparts ) {
2034 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2035 }
2036
2037 return true;
2038}
void perform_uninstall(bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
Succes or failure of removal happens here.
Definition: bionics.cpp:2040

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::capacity, deactivate_bionic(), effect_under_op, flag_BIONIC_WEAPON, bionic_data::has_flag(), has_trait(), bionic::info(), string_id< T >::is_valid(), bionic_data::itype(), my_bionics, bionic_data::occupied_bodyparts, perform_uninstall(), bionic::powered, rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_kilojoule(), trait_DEBUG_BIONICS, type, and player_activity::values.

Referenced by iexamine::autodoc().

◆ unset_mutation()

void Character::unset_mutation ( const trait_id trait_)

Definition at line 167 of file mutation.cpp.

168{
169 // Take copy of argument because it might be a reference into a container
170 // we're about to erase from.
171 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
172 const trait_id trait = trait_;
173 const auto iter = my_mutations.find( trait );
174 if( iter == my_mutations.end() ) {
175 return;
176 }
177 my_mutations.erase( iter );
179 mutation_loss_effect( trait );
182}

References mutation_loss_effect(), my_mutations, rebuild_mutation_cache(), recalc_sight_limits(), and reset_encumbrance().

Referenced by clear_mutations(), wish_mutate_callback::key(), marloss_common(), mutate_towards(), iuse::mycus(), remove_mutation(), talk_effect_fun_t::set_remove_trait(), switch_mutations(), test_crossing_threshold(), toggle_trait(), and try_reject_mutagen().

◆ update_body() [1/2]

void Character::update_body ( )

Updates all "biology" by one turn.

Should be called once every turn.

Definition at line 4677 of file character.cpp.

4678{
4680}
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4677

References calendar::turn, and update_body().

Referenced by game::do_turn(), npc::npc_update_body(), npc::on_load(), and update_body().

◆ update_body() [2/2]

void Character::update_body ( const time_point from,
const time_point to 
)

Updates all "biology" as if time between from and to passed.

Definition at line 4682 of file character.cpp.

4683{
4684 if( !is_npc() ) {
4685 update_stamina( to_turns<int>( to - from ) );
4686 }
4687 update_stomach( from, to );
4689 if( ticks_between( from, to, 3_minutes ) > 0 ) {
4690 magic->update_mana( *this->as_player(), to_turns<double>( 3_minutes ) );
4691 }
4692 const int five_mins = ticks_between( from, to, 5_minutes );
4693 if( five_mins > 0 ) {
4695 update_needs( five_mins );
4696 regen( five_mins );
4697 // Note: mend ticks once per 5 minutes, but wants rate in TURNS, not 5 minute intervals
4698 // TODO: change @ref med to take time_duration
4699 mend( five_mins * to_turns<int>( 5_minutes ) );
4700 }
4701 if( ticks_between( from, to, 24_hours ) > 0 ) {
4703 }
4704
4705 const int thirty_mins = ticks_between( from, to, 30_minutes );
4706 if( thirty_mins > 0 ) {
4707 // Radiation kills health even at low doses
4709 }
4710
4711 for( const auto &v : vitamin::all() ) {
4712 const time_duration rate = vitamin_rate( v.first );
4713 if( rate > 0_turns ) {
4714 int qty = ticks_between( from, to, rate );
4715 if( qty > 0 ) {
4716 vitamin_mod( v.first, 0 - qty );
4717 }
4718
4719 } else if( rate < 0_turns ) {
4720 // mutations can result in vitamins being generated (but never accumulated)
4721 int qty = ticks_between( from, to, -rate );
4722 if( qty > 0 ) {
4723 vitamin_mod( v.first, qty );
4724 }
4725 }
4726 }
4727
4728 do_skill_rust();
4729}
int ticks_between(const time_point &from, const time_point &to, const time_duration &tick_length)
Definition: character.cpp:4670
static const trait_id trait_RADIOGENIC("RADIOGENIC")
void check_needs_extremes()
Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.
Definition: character.cpp:4977
void do_skill_rust()
Definition: character.cpp:3589
void update_needs(int rate_multiplier)
Increases hunger, thirst, fatigue and stimulants wearing off.
Definition: character.cpp:4788
virtual void update_health(int external_modifiers=0)
Handles health fluctuations over time.
Definition: character.cpp:4633
void regen(int rate_multiplier)
Handles passive regeneration of pain and maybe hp.
Definition: character.cpp:4560
void update_stomach(const time_point &from, const time_point &to)
Updates the stomach to give accurate hunger messages.
Definition: character.cpp:4745
void mend(int rate_multiplier)
Handles the chance for broken limbs to spontaneously heal to 1 HP.
Definition: suffer.cpp:1605
time_duration vitamin_rate(const vitamin_id &vit) const
Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.
void enforce_minimum_healing()
Definition: character.cpp:4623
void update_stamina(int turns)
Regenerates stamina.
Definition: character.cpp:7184

References vitamin::all(), Creature::as_player(), check_needs_extremes(), do_skill_rust(), enforce_minimum_healing(), get_rad(), has_trait(), Creature::is_npc(), magic, mend(), recalculate_enchantment_cache(), regen(), ticks_between(), trait_RADIOGENIC, update_health(), update_needs(), update_stamina(), update_stomach(), vitamin_mod(), and vitamin_rate().

◆ update_bodytemp()

void Character::update_bodytemp ( const map m,
const weather_manager weather 
)

Maintains body temperature.

Calculations that affect all body parts equally go here, not in the loop

Source : http://www.atc.army.mil/weather/windchill.pdf

Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.

1200 turns in low risk, + 3 tics 450 turns in moderate risk, + 8 tics 50 turns in high risk, +72 tics

Let's say frostnip @ 1800 tics, frostbite @ 3600 tics

Chunked into 8 parts (http://imgur.com/xlTPmJF)

– 2 hour risk – Between 30F and 10F Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph – 45 minute risk – Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph Between 10F and -5F, greater than 20mph Less than -5F, less than 10 mph Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph – 5 minute risk – Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph Less than -35F, more than 10 mp

Definition at line 5196 of file character.cpp.

5197{
5198 if( has_trait( trait_DEBUG_NOTEMP ) ) {
5199 temp_cur.fill( BODYTEMP_NORM );
5200 temp_conv.fill( BODYTEMP_NORM );
5201 return;
5202 }
5203 /* Cache calls to g->get_temperature( player position ), used in several places in function */
5204 const auto player_local_temp = weather.get_temperature( pos() );
5205 // NOTE : visit weather.h for some details on the numbers used
5206 // In Celsius / 100
5207 int Ctemperature = static_cast<int>( 100 * units::fahrenheit_to_celsius( player_local_temp ) );
5208 const w_point &weather_point = get_weather().get_precise();
5209 int vehwindspeed = 0;
5210 const optional_vpart_position vp = m.veh_at( pos() );
5211 if( vp ) {
5212 vehwindspeed = std::abs( vp->vehicle().velocity / 100 ); // vehicle velocity in mph
5213 }
5214 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
5215 bool sheltered = weather::is_sheltered( m, pos() );
5216 double total_windpower = get_local_windpower( weather.windspeed + vehwindspeed, cur_om_ter,
5217 pos(),
5218 weather.winddirection, sheltered );
5219 int air_humidity = get_local_humidity( weather_point.humidity, weather.weather_id,
5220 sheltered );
5221 // Let's cache this not to check it num_bp times
5222 const bool has_bark = has_trait( trait_BARK );
5223 const bool has_heatsink = has_bionic( bio_heatsink ) || is_wearing( itype_rm13_armor_on ) ||
5225 const bool has_climate_control = in_climate_control();
5226 const bool use_floor_warmth = can_use_floor_warmth();
5227 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
5228 // In bodytemp units
5229 const int ambient_norm = 1900 - BODYTEMP_NORM;
5230
5231 /**
5232 * Calculations that affect all body parts equally go here, not in the loop
5233 */
5234 const int sunlight_warmth = weather::is_in_sunlight( m, pos(), weather.weather_id )
5235 ? ( weather.weather_id->sun_intensity == sun_intensity_type::high ? 1000 : 500 )
5236 : 0;
5237 const int best_fire = get_heat_radiation( pos(), true );
5238 const bool pyromania = has_trait( trait_PYROMANIA );
5239
5240 const int lying_warmth = use_floor_warmth ? floor_warmth( pos() ) : 0;
5241 const int water_temperature_raw =
5242 100 * units::fahrenheit_to_celsius( weather.get_water_temperature( pos() ) );
5243 // Rescale so that 0C is 0 (FREEZING) and 30C is 5k (NORM).
5244 const int water_temperature = water_temperature_raw * 5 / 3;
5245
5246 // Correction of body temperature due to traits and mutations
5247 // Lower heat is applied always
5248 const int mutation_heat_low = bodytemp_modifier_traits( true );
5249 const int mutation_heat_high = bodytemp_modifier_traits( false );
5250 // Difference between high and low is the "safe" heat - one we only apply if it's beneficial
5251 const int mutation_heat_bonus = mutation_heat_high - mutation_heat_low;
5252
5253 // Note: this is included in @ref weather::get_temperature(), so don't add to bodytemp!
5254 const int h_radiation = get_heat_radiation( pos(), false );
5255
5256 // If you're standing in water, air temperature is replaced by water temperature. No wind.
5257 const ter_id ter_at_pos = m.ter( pos() );
5258 const bool submerged = !in_vehicle && ter_at_pos->has_flag( TFLAG_DEEP_WATER );
5259 const bool submerged_low = !in_vehicle && ( submerged || ter_at_pos->has_flag( TFLAG_SWIMMABLE ) );
5260
5261 std::map<bodypart_id, std::vector<const item *>> clothing_map;
5262 std::map<bodypart_id, std::vector<const item *>> bonus_clothing_map;
5263 for( const bodypart_id &bp : get_all_body_parts() ) {
5264 clothing_map.emplace( bp, std::vector<const item *>() );
5265 bonus_clothing_map.emplace( bp, std::vector<const item *>() );
5266 // HACK: we're using temp_conv here to temporarily save
5267 // temperature values from before equalization.
5268 temp_conv[bp->token] = temp_cur[bp->token];
5269 }
5270
5271 // EQUALIZATION
5272 // We run it outside the loop because we can and so we should
5273 // Also, it makes bonus heat application more stable
5274 // TODO: Affect future convection temperature instead (might require adding back to loop)
5280
5283
5286
5287 for( const item &it : worn ) {
5288 // TODO: Port body part set id changes
5289 const body_part_set &covered = it.get_covered_body_parts();
5290 for( size_t i = 0; i < num_bp; i++ ) {
5291 body_part token = static_cast<body_part>( i );
5292 if( covered.test( token ) ) {
5293 clothing_map[convert_bp( token )].emplace_back( &it );
5294 }
5295 if( it.has_flag( flag_HOOD ) ) {
5296 bonus_clothing_map[body_part_head].emplace_back( &it );
5297 }
5298 if( it.has_flag( flag_COLLAR ) ) {
5299 bonus_clothing_map[body_part_mouth].emplace_back( &it );
5300 }
5301 if( it.has_flag( flag_POCKETS ) ) {
5302 bonus_clothing_map[body_part_hand_l].emplace_back( &it );
5303 bonus_clothing_map[body_part_hand_r].emplace_back( &it );
5304 }
5305 }
5306 }
5307 // If player is wielding something large, pockets are not usable
5308 if( weapon.volume() >= 500_ml ) {
5309 bonus_clothing_map[body_part_hand_l].clear();
5310 bonus_clothing_map[body_part_hand_r].clear();
5311 }
5312 // If player's head is encumbered, hood can't be put up
5313 if( encumb( body_part_head->token ) >= 10 ) {
5314 bonus_clothing_map[body_part_head].clear();
5315 }
5316 // Similar for mouth
5317 if( encumb( body_part_mouth->token ) >= 10 ) {
5318 bonus_clothing_map[body_part_mouth].clear();
5319 }
5320
5321 std::map<bodypart_id, int> warmth_per_bp = warmth::from_clothing( clothing_map );
5322 std::map<bodypart_id, int> bonus_warmth_per_bp = warmth::bonus_from_clothing( bonus_clothing_map );
5323 for( const auto &pr : warmth::from_effects( *this ) ) {
5324 warmth_per_bp[pr.first] += pr.second;
5325 }
5326
5327 std::map<bodypart_id, int> wind_res_per_bp = warmth::wind_resistance_from_clothing( clothing_map );
5328 std::map<bodypart_id, int> wind_res_per_bp_bonus = warmth::wind_resistance_from_clothing(
5329 bonus_clothing_map );
5330 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5331 int exposed = std::max( 0, 100 - bp_wind_res.second );
5332 int exposed_bonus = std::max( 0, 100 - wind_res_per_bp_bonus.at( bp_wind_res.first ) );
5333 int exposed_final = exposed * exposed_bonus / ( 100 * 100 );
5334 bp_wind_res.second = 100 - exposed_final;
5335 }
5337 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5338 bp_wind_res.second = 100;
5339 }
5340 }
5341 // We might not use this at all, so leave it empty
5342 // If we do need to use it, we'll initialize it (once) there
5343 std::map<bodypart_id, int> fire_armor_per_bp;
5344
5345 // Current temperature and converging temperature calculations
5346 for( const bodypart_id &bp : get_all_body_parts() ) {
5347 // Skip eyes
5348 if( bp == bodypart_id( "eyes" ) ) {
5349 continue;
5350 }
5351
5352 const bool submerged_bp = submerged ||
5353 ( submerged_low &&
5354 ( bp == body_part_foot_l ||
5355 bp == body_part_foot_r ||
5356 bp == body_part_leg_l ||
5357 bp == body_part_leg_r ) );
5358 // This adjusts the temperature scale to match the bodytemp scale
5359 const int adjusted_temp = submerged_bp ?
5360 water_temperature :
5361 ( Ctemperature - ambient_norm );
5362
5363 // Represents the fact that the body generates heat when it is cold.
5364 double scaled_temperature = logarithmic_range( BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT,
5365 temp_cur[bp->token] );
5366 // Produces a smooth curve between 30.0 and 60.0.
5367 double homeostasis_adjustment = 30.0 * ( 1.0 + scaled_temperature );
5368 int clothing_warmth_adjustment = static_cast<int>( homeostasis_adjustment * warmth_per_bp[bp] );
5369 int clothing_warmth_adjusted_bonus = static_cast<int>( homeostasis_adjustment *
5370 bonus_warmth_per_bp[bp] );
5371 // WINDCHILL
5372 double bp_windpower = total_windpower * ( 1 - wind_res_per_bp[bp] / 100.0 );
5373 // Calculate windchill
5374 int windchill = submerged_bp
5375 ? 0
5376 : get_local_windchill( player_local_temp,
5377 air_humidity,
5378 bp_windpower );
5379
5380 // Convergent temperature is affected by ambient temperature,
5381 // clothing warmth, and body wetness.
5382 int bp_conv = adjusted_temp
5383 + windchill * 100
5384 + clothing_warmth_adjustment
5385 + mutation_heat_low
5386 + sunlight_warmth;
5387
5388 // Bark : lowers blister count to -5; harder to get blisters
5389 // If the counter is high, your skin starts to burn
5390 int blister_count = ( has_bark ? -5 : 0 );
5391
5392 if( frostbite_timer[bp->token] > 0 ) {
5393 frostbite_timer[bp->token] -= std::min( 5, h_radiation );
5394 }
5395 blister_count += h_radiation - 111 > 0 ?
5396 std::max( static_cast<int>( std::sqrt( h_radiation - 111 ) ), 0 ) : 0;
5397
5398 if( has_heatsink ) {
5399 blister_count -= 20;
5400 }
5401 if( fire_armor_per_bp.empty() && blister_count > 0 ) {
5402 fire_armor_per_bp = get_armor_fire( clothing_map );
5403 }
5404 // BLISTERS : Skin gets blisters from intense heat exposure.
5405 // Fire protection protects from blisters.
5406 // Heatsinks give near-immunity.
5407 if( blister_count - fire_armor_per_bp[bp] > 0 ) {
5408 add_effect( effect_blisters, 1_turns, bp->token );
5409 if( pyromania ) {
5410 add_morale( MORALE_PYROMANIA_NEARFIRE, 10, 10, 1_hours,
5411 30_minutes ); // Proximity that's close enough to harm us gives us a bit of a thrill
5413 }
5414 } else if( pyromania && best_fire >= 1 ) { // Only give us fire bonus if there's actually fire
5415 add_morale( MORALE_PYROMANIA_NEARFIRE, 5, 5, 30_minutes,
5416 15_minutes ); // Gain a much smaller mood boost even if it doesn't hurt us
5418 }
5419
5420 // Climate Control eases the effects of high and low ambient temps
5421 if( has_climate_control ) {
5422 bp_conv = temp_corrected_by_climate_control( bp_conv );
5423 }
5424
5425 int bonus_fire_warmth = best_fire * 500;
5426
5427 const int comfortable_warmth = bonus_fire_warmth + lying_warmth;
5428 const int bonus_warmth = comfortable_warmth + mutation_heat_bonus + clothing_warmth_adjusted_bonus;
5429 if( bonus_warmth > 0 ) {
5430 // Approximate bp_conv needed to reach comfortable temperature in this very turn
5431 // Basically inverted formula for temp_cur below
5432 int desired = 501 * BODYTEMP_NORM - 499 * temp_cur[bp->token];
5433 if( std::abs( BODYTEMP_NORM - desired ) < 1000 ) {
5434 desired = BODYTEMP_NORM; // Ensure that it converges
5435 } else if( desired > BODYTEMP_HOT ) {
5436 desired = BODYTEMP_HOT; // Cap excess at sane temperature
5437 }
5438
5439 if( desired < bp_conv ) {
5440 // Too hot, can't help here
5441 } else if( desired < bp_conv + bonus_warmth ) {
5442 // Use some heat, but not all of it
5443 bp_conv = desired;
5444 } else {
5445 // Use all the heat
5446 bp_conv += bonus_warmth;
5447 }
5448
5449 // Morale bonus for comfiness - only if actually comfy (not too warm/cold)
5450 // Spread the morale bonus in time.
5451 if( comfortable_warmth > 0 &&
5452 // TODO: make this simpler and use time_duration/time_point
5453 to_turn<int>( calendar::turn ) % to_turns<int>( 1_minutes ) == to_turns<int>
5454 ( 1_minutes * bp->token ) / to_turns<int>( 1_minutes * num_bp ) &&
5456 get_effect_int( effect_hot, num_bp ) == 0 &&
5457 temp_cur[bp->token] > BODYTEMP_COLD && temp_cur[bp->token] <= BODYTEMP_NORM ) {
5458 add_morale( MORALE_COMFY, 1, 10, 2_minutes, 1_minutes, true );
5459 }
5460 }
5461
5462 // The current temperature model can't account for water temperature conduction well
5463 // Hack: cut non-water effects by 80% when in water
5464 if( submerged_bp ) {
5465 bp_conv = ( ( bp_conv - adjusted_temp ) / 5 ) + adjusted_temp;
5466 }
5467
5468 // FINAL CALCULATION : Increments current body temperature towards convergent.
5469 int temp_before = temp_cur[bp->token];
5470 int temp_difference = temp_before - bp_conv; // Negative if the player is warming up.
5471 int rounding_error = 0;
5472 // If temp_diff is small, the player cannot warm up due to rounding errors. This fixes that.
5473 if( temp_difference < 0 && temp_difference > -600 ) {
5474 rounding_error = 1;
5475 }
5476 // exp(-0.001) : half life of 60 minutes, exp(-0.002) : half life of 30 minutes,
5477 // exp(-0.003) : half life of 20 minutes, exp(-0.004) : half life of 15 minutes
5478 static const double change_mult_air = std::exp( -0.002 );
5479 static const double change_mult_water = std::exp( -0.008 );
5480 const double change_mult = submerged_bp ? change_mult_water : change_mult_air;
5481 if( temp_cur[bp->token] != bp_conv ) {
5482 temp_cur[bp->token] = static_cast<int>( temp_difference * change_mult )
5483 + bp_conv + rounding_error;
5484 }
5485 int temp_after = temp_cur[bp->token];
5486 // PENALTIES
5487 if( temp_cur[bp->token] < BODYTEMP_FREEZING ) {
5488 add_effect( effect_cold, 1_turns, bp->token, 3 );
5489 } else if( temp_cur[bp->token] < BODYTEMP_VERY_COLD ) {
5490 add_effect( effect_cold, 1_turns, bp->token, 2 );
5491 } else if( temp_cur[bp->token] < BODYTEMP_COLD ) {
5492 add_effect( effect_cold, 1_turns, bp->token, 1 );
5493 } else if( temp_cur[bp->token] > BODYTEMP_SCORCHING ) {
5494 add_effect( effect_hot, 1_turns, bp->token, 3 );
5495 if( bp->main_part.id() == bp ) {
5496 add_effect( effect_hot_speed, 1_turns, bp->token, 3 );
5497 }
5498 } else if( temp_cur[bp->token] > BODYTEMP_VERY_HOT ) {
5499 add_effect( effect_hot, 1_turns, bp->token, 2 );
5500 if( bp->main_part.id() == bp ) {
5501 add_effect( effect_hot_speed, 1_turns, bp->token, 2 );
5502 }
5503 } else if( temp_cur[bp->token] > BODYTEMP_HOT ) {
5504 add_effect( effect_hot, 1_turns, bp->token, 1 );
5505 if( bp->main_part.id() == bp ) {
5506 add_effect( effect_hot_speed, 1_turns, bp->token, 1 );
5507 }
5508 } else {
5509 if( temp_cur[bp->token] >= BODYTEMP_COLD ) {
5510 remove_effect( effect_cold, bp->token );
5511 }
5512 if( temp_cur[bp->token] <= BODYTEMP_HOT ) {
5513 remove_effect( effect_hot, bp->token );
5514 remove_effect( effect_hot_speed, bp->token );
5515 }
5516 }
5517
5518 // FROSTBITE - only occurs to hands, feet, face
5519 /**
5520
5521 Source : http://www.atc.army.mil/weather/windchill.pdf
5522
5523 Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.
5524
5525 1200 turns in low risk, + 3 tics
5526 450 turns in moderate risk, + 8 tics
5527 50 turns in high risk, +72 tics
5528
5529 Let's say frostnip @ 1800 tics, frostbite @ 3600 tics
5530
5531 >> Chunked into 8 parts (http://imgur.com/xlTPmJF)
5532 -- 2 hour risk --
5533 Between 30F and 10F
5534 Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph
5535 -- 45 minute risk --
5536 Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph
5537 Between 10F and -5F, greater than 20mph
5538 Less than -5F, less than 10 mph
5539 Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph
5540 -- 5 minute risk --
5541 Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph
5542 Less than -35F, more than 10 mp
5543 **/
5544
5545 if( bp == body_part_mouth || bp == body_part_foot_r ||
5546 bp == body_part_foot_l || bp == body_part_hand_r || bp == body_part_hand_l ) {
5547 // Handle the frostbite timer
5548 // Need temps in F, windPower already in mph
5549 int wetness_percentage = 100 * body_wetness[bp->token] / drench_capacity[bp->token]; // 0 - 100
5550 // Warmth gives a slight buff to temperature resistance
5551 // Wetness gives a heavy nerf to temperature resistance
5552 double adjusted_warmth = warmth_per_bp.at( bp ) - wetness_percentage;
5553 int Ftemperature = static_cast<int>( player_local_temp + 0.2 * adjusted_warmth );
5554 // Windchill reduced by your armor
5555 int FBwindPower = static_cast<int>(
5556 total_windpower * ( 1 - wind_res_per_bp[ bp ] / 100.0 ) );
5557
5558 int intense = get_effect_int( effect_frostbite, bp->token );
5559
5560 // This has been broken down into 8 zones
5561 // Low risk zones (stops at frostnip)
5562 if( temp_cur[bp->token] < BODYTEMP_COLD &&
5563 ( ( Ftemperature < 30 && Ftemperature >= 10 ) ||
5564 ( Ftemperature < 10 && Ftemperature >= -5 &&
5565 FBwindPower < 20 && -4 * Ftemperature + 3 * FBwindPower - 20 >= 0 ) ) ) {
5566 if( frostbite_timer[bp->token] < 2000 ) {
5567 frostbite_timer[bp->token] += 3;
5568 }
5569 if( one_in( 100 ) && !has_effect( effect_frostbite, bp->token ) ) {
5570 add_msg( m_warning, _( "Your %s will be frostnipped in the next few hours." ),
5571 body_part_name( bp->token ) );
5572 }
5573 // Medium risk zones
5574 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5575 ( ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower < 20 &&
5576 -4 * Ftemperature + 3 * FBwindPower - 20 < 0 ) ||
5577 ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower >= 20 ) ||
5578 ( Ftemperature < -5 && FBwindPower < 10 ) ||
5579 ( Ftemperature < -5 && FBwindPower >= 10 &&
5580 -4 * Ftemperature + 3 * FBwindPower - 170 >= 0 ) ) ) {
5581 frostbite_timer[bp->token] += 8;
5582 if( one_in( 100 ) && intense < 2 ) {
5583 add_msg( m_warning, _( "Your %s will be frostbitten within the hour!" ),
5584 body_part_name( bp->token ) );
5585 }
5586 // High risk zones
5587 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5588 ( ( Ftemperature < -5 && FBwindPower >= 10 &&
5589 -4 * Ftemperature + 3 * FBwindPower - 170 < 0 ) ||
5590 ( Ftemperature < -35 && FBwindPower >= 10 ) ) ) {
5591 frostbite_timer[bp->token] += 72;
5592 if( one_in( 100 ) && intense < 2 ) {
5593 add_msg( m_warning, _( "Your %s will be frostbitten any minute now!" ),
5594 body_part_name( bp->token ) );
5595 }
5596 // Risk free, so reduce frostbite timer
5597 } else {
5598 frostbite_timer[bp->token] -= 3;
5599 }
5600
5601 // Handle the bestowing of frostbite
5602 if( frostbite_timer[bp->token] < 0 ) {
5603 frostbite_timer[bp->token] = 0;
5604 } else if( frostbite_timer[bp->token] > 4200 ) {
5605 // This ensures that the player will recover in at most 3 hours.
5606 frostbite_timer[bp->token] = 4200;
5607 }
5608 // Frostbite, no recovery possible
5609 if( frostbite_timer[bp->token] >= 3600 ) {
5610 add_effect( effect_frostbite, 1_turns, bp->token, 2 );
5612 // Else frostnip, add recovery if we were frostbitten
5613 } else if( frostbite_timer[bp->token] >= 1800 ) {
5614 if( intense == 2 ) {
5615 add_effect( effect_frostbite_recovery, 1_turns, bp->token );
5616 }
5617 add_effect( effect_frostbite, 1_turns, bp->token, 1 );
5618 // Else fully recovered
5619 } else if( frostbite_timer[bp->token] == 0 ) {
5620 remove_effect( effect_frostbite, bp->token );
5622 }
5623 }
5624 // Warn the player if condition worsens
5625 // HACK: we want overall temperature change, including equalization, and temp_conv
5626 // at this moment contains temperature values from before the equalization.
5627 temp_before = temp_conv[bp->token];
5628 if( temp_before > BODYTEMP_FREEZING && temp_after <= BODYTEMP_FREEZING ) {
5629 //~ %s is bodypart
5630 add_msg( m_warning, _( "You feel your %s beginning to go numb from the cold!" ),
5631 body_part_name( bp->token ) );
5632 } else if( temp_before > BODYTEMP_VERY_COLD && temp_after <= BODYTEMP_VERY_COLD ) {
5633 //~ %s is bodypart
5634 add_msg( m_warning, _( "You feel your %s getting very cold." ),
5635 body_part_name( bp->token ) );
5636 } else if( temp_before > BODYTEMP_COLD && temp_after <= BODYTEMP_COLD ) {
5637 //~ %s is bodypart
5638 add_msg( m_warning, _( "You feel your %s getting chilly." ),
5639 body_part_name( bp->token ) );
5640 } else if( temp_before < BODYTEMP_SCORCHING && temp_after >= BODYTEMP_SCORCHING ) {
5641 //~ %s is bodypart
5642 add_msg( m_bad, _( "You feel your %s getting red hot from the heat!" ),
5643 body_part_name( bp->token ) );
5644 } else if( temp_before < BODYTEMP_VERY_HOT && temp_after >= BODYTEMP_VERY_HOT ) {
5645 //~ %s is bodypart
5646 add_msg( m_warning, _( "You feel your %s getting very hot." ),
5647 body_part_name( bp->token ) );
5648 } else if( temp_before < BODYTEMP_HOT && temp_after >= BODYTEMP_HOT ) {
5649 //~ %s is bodypart
5650 add_msg( m_warning, _( "You feel your %s getting warm." ),
5651 body_part_name( bp->token ) );
5652 }
5653
5654 // Note: Numbers are based off of BODYTEMP at the top of weather.h
5655 // If torso is BODYTEMP_COLD which is 34C, the early stages of hypothermia begin
5656 // constant shivering will prevent the player from falling asleep.
5657 // Otherwise, if any other body part is BODYTEMP_VERY_COLD, or 31C
5658 // AND you have frostbite, then that also prevents you from sleeping
5659 if( in_sleep_state() ) {
5660 int curr_temperature = temp_cur[bp->token];
5661 if( bp == body_part_torso && curr_temperature <= BODYTEMP_COLD ) {
5662 add_msg( m_warning, _( "Your shivering prevents you from sleeping." ) );
5663 wake_up();
5664 } else if( bp != body_part_torso && curr_temperature <= BODYTEMP_VERY_COLD &&
5666 add_msg( m_warning, _( "You are too cold. Your frostbite prevents you from sleeping." ) );
5667 wake_up();
5668 }
5669 }
5670
5671 // Warn the player that wind is going to be a problem.
5672 // But only if it can be a problem, no need to spam player with "wind chills your scorching body"
5673 if( bp_conv <= BODYTEMP_COLD && windchill < -10 && one_in( 200 ) ) {
5674 add_msg( m_bad, _( "The wind is making your %s feel quite cold." ),
5675 body_part_name( bp->token ) );
5676 } else if( bp_conv <= BODYTEMP_COLD && windchill < -20 && one_in( 100 ) ) {
5677 add_msg( m_bad,
5678 _( "The wind is very strong, you should find some more wind-resistant clothing for your %s." ),
5679 body_part_name( bp->token ) );
5680 } else if( bp_conv <= BODYTEMP_COLD && windchill < -30 && one_in( 50 ) ) {
5681 add_msg( m_bad, _( "Your clothing is not providing enough protection from the wind for your %s!" ),
5682 body_part_name( bp->token ) );
5683 }
5684
5685 // Set temp_conv just once per bp for readability
5686 // TODO: Remove temp_conv, it's only really for display, so should not be in Character
5687 temp_conv[bp->token] = bp_conv;
5688 }
5689}
const bodypart_str_id body_part_foot_r("foot_r")
const bodypart_str_id body_part_hand_r("hand_r")
const bodypart_str_id body_part_leg_l("leg_l")
const bodypart_str_id body_part_arm_l("arm_l")
const bodypart_str_id body_part_torso("torso")
const bodypart_str_id body_part_arm_r("arm_r")
const bodypart_str_id body_part_leg_r("leg_r")
const bodypart_str_id body_part_mouth("mouth")
const bodypart_str_id body_part_head("head")
const bodypart_str_id body_part_hand_l("hand_l")
const bodypart_str_id body_part_foot_l("foot_l")
static const efftype_id effect_cold("cold")
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const trait_id trait_BARK("BARK")
static const flag_str_id flag_POCKETS("POCKETS")
static const efftype_id effect_hot("hot")
static const flag_str_id flag_HOOD("HOOD")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_blisters("blisters")
static const efftype_id effect_frostbite_recovery("frostbite_recovery")
static const efftype_id effect_hot_speed("hot_speed")
static const flag_str_id flag_COLLAR("COLLAR")
static const efftype_id effect_frostbite("frostbite")
int temp_corrected_by_climate_control(int temperature) const
Value of the body temperature corrected by climate control.
Definition: character.cpp:9469
std::map< bodypart_id, int > get_armor_fire(const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Returns overall fire resistance.
Definition: character.cpp:8291
bool can_use_floor_warmth() const
Can the player lie down and cover self with blankets etc.
Definition: character.cpp:9350
int bodytemp_modifier_traits(bool overheated) const
Correction factor of the body temperature due to traits and mutations.
Definition: character.cpp:9451
bool in_climate_control()
Returns true if the player is in a climate controlled area or armor.
Definition: character.cpp:3840
void temp_equalizer(const bodypart_id &bp1, const bodypart_id &bp2)
Equalizes heat between body parts.
Definition: character.cpp:5691
int floor_warmth(const tripoint &pos) const
Final warmth from the floor.
Definition: character.cpp:9436
int get_heat_radiation(const tripoint &location, bool direct)
Definition: game.cpp:1797
@ TFLAG_SWIMMABLE
Definition: mapdata.h:279
const morale_type MORALE_COMFY("morale_comfy")
constexpr double fahrenheit_to_celsius(double fahrenheit)
std::map< bodypart_id, int > bonus_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9333
std::map< bodypart_id, int > wind_resistance_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Returns wind resistance provided by armor, etc.
Definition: character.cpp:3896
std::map< bodypart_id, int > from_effects(const Character &c)
Definition: character.cpp:9339
std::map< bodypart_id, int > from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9327
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153
bool has_flag(const std::string &flag) const
Definition: mapdata.h:419

References _, Creature::add_effect(), add_morale(), add_msg(), bio_heatsink, body_part_arm_l, body_part_arm_r, body_part_foot_l, body_part_foot_r, body_part_hand_l, body_part_hand_r, body_part_head, body_part_leg_l, body_part_leg_r, body_part_mouth, body_part_name(), body_part_torso, body_wetness, BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, bodytemp_modifier_traits(), BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, warmth::bonus_from_clothing(), can_use_floor_warmth(), convert_bp(), drench_capacity, effect_blisters, effect_cold, effect_frostbite, effect_frostbite_recovery, effect_hot, effect_hot_speed, encumb(), units::fahrenheit_to_celsius(), flag_COLLAR, flag_HOOD, flag_POCKETS, floor_warmth(), warmth::from_clothing(), warmth::from_effects(), frostbite_timer, Creature::get_all_body_parts(), get_armor_fire(), Creature::get_effect_int(), get_heat_radiation(), get_local_humidity(), get_local_windchill(), get_local_windpower(), weather_manager::get_precise(), get_weather(), global_omt_location(), has_active_mutation(), has_bionic(), Creature::has_effect(), map_data_common_t::has_flag(), has_trait(), high, w_point::humidity, in_climate_control(), in_sleep_state(), in_vehicle, weather::is_in_sunlight(), weather::is_sheltered(), is_wearing(), itype_rm13_armor_on, logarithmic_range(), m_bad, m_warning, MORALE_COMFY, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, num_bp, one_in(), overmap_buffer, optional_vpart_position::part_with_feature(), pos(), rem_morale(), Creature::remove_effect(), temp_conv, temp_corrected_by_climate_control(), temp_cur, temp_equalizer(), map::ter(), overmapbuffer::ter(), body_part_set::test(), TFLAG_DEEP_WATER, TFLAG_SWIMMABLE, body_part_type::token, trait_BARK, trait_DEBUG_NOTEMP, trait_M_SKIN2, trait_M_SKIN3, trait_PYROMANIA, trait_SHELL2, calendar::turn, map::veh_at(), item::volume(), wake_up(), weapon, warmth::wind_resistance_from_clothing(), and worn.

Referenced by game::do_turn(), and iuse_transform::use().

◆ update_fuel_storage()

void Character::update_fuel_storage ( const itype_id fuel)

Updates which bionic contain fuel and which is empty.

Definition at line 2174 of file character.cpp.

2175{
2176 const item it( fuel );
2177 if( get_value( fuel.str() ).empty() ) {
2178 for( const bionic_id &bid : get_bionic_fueled_with( it ) ) {
2179 remove_value( bid.c_str() );
2180 }
2181 return;
2182 }
2183
2184 std::vector<bionic_id> bids = get_bionic_fueled_with( it );
2185 if( bids.empty() ) {
2186 return;
2187 }
2188 int amount_fuel_loaded = std::stoi( get_value( fuel.str() ) );
2189 std::vector<bionic_id> loaded_bio;
2190
2191 // Sort bionic in order of decreasing capacity
2192 // To fill the bigger ones firts.
2193 bool swap = true;
2194 while( swap ) {
2195 swap = false;
2196 for( size_t i = 0; i < bids.size() - 1; i++ ) {
2197 if( bids[i + 1]->fuel_capacity > bids[i]->fuel_capacity ) {
2198 std::swap( bids[i + 1], bids[i] );
2199 swap = true;
2200 }
2201 }
2202 }
2203
2204 for( const bionic_id &bid : bids ) {
2205 remove_value( bid.c_str() );
2206 if( bid->fuel_capacity <= amount_fuel_loaded ) {
2207 amount_fuel_loaded -= bid->fuel_capacity;
2208 loaded_bio.emplace_back( bid );
2209 } else if( amount_fuel_loaded != 0 ) {
2210 loaded_bio.emplace_back( bid );
2211 break;
2212 }
2213 }
2214
2215 for( const bionic_id &bd : loaded_bio ) {
2216 set_value( bd.str(), fuel.str() );
2217 }
2218
2219}
void swap(colony< element_type, element_allocator_type, element_skipfield_type > &a, colony< element_type, element_allocator_type, element_skipfield_type > &b) COLONY_NOEXCEPT_SWAP(element_allocator_type)
Swaps colony A's contents with that of colony B.
Definition: colony.h:3496

References get_bionic_fueled_with(), Creature::get_value(), Creature::remove_value(), Creature::set_value(), string_id< T >::str(), and cata::swap().

Referenced by burn_fuel(), and fuel_bionic_with().

◆ update_health()

void Character::update_health ( int  external_modifiers = 0)
virtual

Handles health fluctuations over time.

Definition at line 4633 of file character.cpp.

4634{
4635 if( has_artifact_with( AEP_SICK ) ) {
4636 // Carrying a sickness artifact makes your health 50 points worse on average
4637 external_modifiers -= 50;
4638 }
4639 // Limit healthy_mod to [-200, 200].
4640 // This also sets approximate bounds for the character's health.
4641 if( get_healthy_mod() > get_max_healthy() ) {
4643 } else if( get_healthy_mod() < -200 ) {
4644 set_healthy_mod( -200 );
4645 }
4646
4647 // Active leukocyte breeder will keep your health near 100
4648 int effective_healthy_mod = get_healthy_mod();
4650 // Side effect: dependency
4651 mod_healthy_mod( -50, -200 );
4652 effective_healthy_mod = 100;
4653 }
4654
4655 // Health tends toward healthy_mod.
4656 // For small differences, it changes 4 points per day
4657 // For large ones, up to ~40% of the difference per day
4658 int health_change = effective_healthy_mod - get_healthy() + external_modifiers;
4659 mod_healthy( sgn( health_change ) * std::max( 1, std::abs( health_change ) / 10 ) );
4660
4661 // And healthy_mod decays over time.
4662 // Slowly near 0, but it's hard to overpower it near +/-100
4663 set_healthy_mod( std::round( get_healthy_mod() * 0.95f ) );
4664
4665 add_msg( m_debug, "Health: %d, Health mod: %d", get_healthy(), get_healthy_mod() );
4666}
static const bionic_id bio_leukocyte("bio_leukocyte")
int get_max_healthy() const
Definition: character.cpp:4555
@ AEP_SICK
Definition: enums.h:141

References add_msg(), AEP_SICK, bio_leukocyte, get_healthy(), get_healthy_mod(), get_max_healthy(), has_active_bionic(), has_artifact_with(), m_debug, mod_healthy(), mod_healthy_mod(), set_healthy_mod(), and sgn().

Referenced by update_body().

◆ update_morale()

void Character::update_morale ( )

Ticks down morale counters and removes them.

Definition at line 8910 of file character.cpp.

8911{
8912 morale->decay( 1_minutes );
8914}

References apply_persistent_morale(), and morale.

Referenced by game::do_turn().

◆ update_needs()

void Character::update_needs ( int  rate_multiplier)

Increases hunger, thirst, fatigue and stimulants wearing off.

rate_multiplier is for retroactive updates.

Definition at line 4788 of file character.cpp.

4789{
4790 const int current_stim = get_stim();
4791 // Hunger, thirst, & fatigue up every 5 minutes
4793 // No food/thirst/fatigue clock at all
4794 const bool debug_ls = has_trait( trait_DEBUG_LS );
4795 // No food/thirst, capped fatigue clock (only up to tired)
4796 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4797 const bool asleep = !sleep.is_null();
4798 const bool lying = asleep || has_effect( effect_lying_down ) ||
4800
4801 needs_rates rates = calc_needs_rates();
4802
4803 const bool wasnt_fatigued = get_fatigue() <= fatigue_levels::dead_tired;
4804 // Don't increase fatigue if sleeping or trying to sleep or if we're at the cap.
4805 if( get_fatigue() < 1050 && !asleep && !debug_ls ) {
4806 if( rates.fatigue > 0.0f ) {
4807 int fatigue_roll = roll_remainder( rates.fatigue * rate_multiplier );
4808 mod_fatigue( fatigue_roll );
4809
4810 // Synaptic regen bionic stops SD while awake and boosts it while sleeping
4812 // fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
4813 // but characters who need less sleep will also get less sleep deprived, and vice-versa.
4814
4815 // Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
4816 // 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
4817 mod_sleep_deprivation( fatigue_roll * 5 );
4818 }
4819
4820 if( npc_no_food && get_fatigue() > fatigue_levels::tired ) {
4821 set_fatigue( static_cast<int>( fatigue_levels::tired ) );
4822 }
4823 if( npc_no_food ) {
4825 }
4826 }
4827 } else if( asleep && rates.recovery > 0.0f ) {
4828 int recovered = roll_remainder( rates.recovery * rate_multiplier );
4829 // Hibernation prevents waking up until you're hungry or thirsty
4830 if( get_fatigue() - recovered < -20 && !is_hibernating() ) {
4831 // Should be wake up, but that could prevent some retroactive regeneration
4832 sleep.set_duration( 1_turns );
4833 mod_fatigue( -25 );
4834 } else {
4836 recovered *= .5;
4837 }
4838 mod_fatigue( -recovered );
4839
4840 float rest_modifier = 1.0f;
4841 // Bionic doubles the base regen
4843 rest_modifier += 1.0f;
4844 }
4846 rest_modifier += 0.2f;
4847 }
4848
4849 const character_funcs::comfort_level comfort =
4851
4852 // Best possible bed increases recovery by 30% of base
4854 rest_modifier += 0.3f;
4855 } else if( comfort >= character_funcs::comfort_level::comfortable ) {
4856 rest_modifier += 0.2f;
4858 rest_modifier += 0.1f;
4859 }
4860
4861 // 6 hours of sleep per day will let you avoid deprivation
4862 // 4 hours if on great bed plus melatonin
4863 // Math: 5 (fatigue to minutes), 3 (1:3 sleep to waking),
4864 // 2 (legacy sleep non-linearity thing)
4865 mod_sleep_deprivation( -rest_modifier * ( recovered * 3.0f * 5.0f / 2.0f ) );
4866
4867 }
4868 }
4869 if( is_player() && wasnt_fatigued && get_fatigue() > fatigue_levels::dead_tired && !lying ) {
4870 if( !activity ) {
4871 add_msg_if_player( m_warning, _( "You're feeling tired. %s to lie down for sleep." ),
4872 press_x( ACTION_SLEEP ) );
4873 } else {
4874 g->cancel_activity_query( _( "You're feeling tired." ) );
4875 }
4876 }
4877
4878 if( current_stim < 0 ) {
4879 set_stim( std::min( current_stim + rate_multiplier, 0 ) );
4880 } else if( current_stim > 0 ) {
4881 set_stim( std::max( current_stim - rate_multiplier, 0 ) );
4882 }
4883
4884 if( get_painkiller() > 0 ) {
4885 mod_painkiller( -std::min( get_painkiller(), rate_multiplier ) );
4886 }
4887
4888 // Huge folks take penalties for cramming themselves in vehicles
4889 if( in_vehicle && ( get_size() == MS_HUGE )
4891 vehicle *veh = veh_pointer_or_null( get_map().veh_at( pos() ) );
4892 // it's painful to work the controls, but passengers in open topped vehicles are fine
4893 if( veh && ( veh->enclosed_at( pos() ) || veh->player_in_control( *this->as_player() ) ) ) {
4895 _( "You're cramping up from stuffing yourself in this vehicle." ) );
4896 if( is_npc() ) {
4897 npc &as_npc = dynamic_cast<npc &>( *this );
4898 as_npc.complain_about( "cramped_vehicle", 1_hours, "<cramped_vehicle>", false );
4899 }
4900
4901 mod_pain( rng( 4, 6 ) );
4902 focus_pool -= 1;
4903 }
4904 }
4905}
std::string press_x(action_id act)
Definition: action.cpp:457
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
static const efftype_id effect_melatonin_supplements("melatonin")
static const trait_id trait_DEBUG_LS("DEBUG_LS")
static const bionic_id bio_synaptic_regen("bio_synaptic_regen")
static const efftype_id effect_lying_down("lying_down")
needs_rates calc_needs_rates() const
Definition: character.cpp:4906
virtual void mod_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4447
virtual npc * as_npc()
Definition: creature.h:110
bool complain_about(const std::string &issue, const time_duration &dur, const std::string &speech, bool force=false, sounds::sound_t priority=sounds::sound_t::speech)
Definition: npcmove.cpp:4439
bool enclosed_at(const tripoint &pos)
Definition: vehicle.cpp:6285
comfort_response_t base_comfort_value(const Character &who, const tripoint &p)
Rate point's ability to serve as a bed.

References _, ACT_TRY_SLEEP, ACTION_SLEEP, activity, Creature::add_msg_if_player(), Creature::as_npc(), character_funcs::base_comfort_value(), bio_synaptic_regen, calc_needs_rates(), character_funcs::comfortable, npc::complain_about(), dead_tired, effect_lying_down, effect_melatonin_supplements, effect_narcosis, effect_recently_coughed, effect_sleep, vehicle::enclosed_at(), needs_rates::fatigue, focus_pool, g, Creature::get_effect(), get_fatigue(), get_map(), get_painkiller(), get_size(), get_stim(), has_active_bionic(), Creature::has_effect(), has_trait(), player_activity::id(), in_vehicle, is_hibernating(), Creature::is_npc(), Creature::is_player(), character_funcs::comfort_response_t::level, m_bad, m_warning, mod_fatigue(), mod_pain(), mod_painkiller(), mod_sleep_deprivation(), MS_HUGE, vehicle::player_in_control(), pos(), press_x(), needs_rates::recovery, rng(), roll_remainder(), set_fatigue(), set_sleep_deprivation(), set_stim(), sleep(), character_funcs::slightly_comfortable, tired, trait_DEBUG_LS, trait_NOPAIN, veh_pointer_or_null(), and character_funcs::very_comfortable.

Referenced by update_body().

◆ update_stamina()

void Character::update_stamina ( int  turns)

Regenerates stamina.

Definition at line 7184 of file character.cpp.

7185{
7186 static const std::string player_base_stamina_regen_rate( "PLAYER_BASE_STAMINA_REGEN_RATE" );
7187 static const std::string stamina_regen_modifier( "stamina_regen_modifier" );
7188 const float base_regen_rate = get_option<float>( player_base_stamina_regen_rate );
7189 const int current_stim = get_stim();
7190 float stamina_recovery = 0.0f;
7191 // Recover some stamina every turn.
7192 // max stamina modifers from mutation also affect stamina multi
7193 float stamina_multiplier = 1.0f + mutation_value( stamina_regen_modifier ) +
7194 ( mutation_value( "max_stamina_modifier" ) - 1.0f );
7195 // But mouth encumbrance interferes, even with mutated stamina.
7196 stamina_recovery += stamina_multiplier * std::max( 1.0f,
7197 base_regen_rate - ( encumb( bp_mouth ) / 5.0f ) );
7198 // TODO: recovering stamina causes hunger/thirst/fatigue.
7199 // TODO: Tiredness slowing recovery
7200
7201 // stim recovers stamina (or impairs recovery)
7202 if( current_stim > 0 ) {
7203 // TODO: Make stamina recovery with stims cost health
7204 stamina_recovery += std::min( 5.0f, current_stim / 15.0f );
7205 } else if( current_stim < 0 ) {
7206 // Affect it less near 0 and more near full
7207 // Negative stim kill at -200
7208 // At -100 stim it inflicts -20 malus to regen at 100% stamina,
7209 // effectivly countering stamina gain of default 20,
7210 // at 50% stamina its -10 (50%), cuts by 25% at 25% stamina
7211 stamina_recovery += current_stim / 5.0f * get_stamina() / get_stamina_max();
7212 }
7213
7214 const int max_stam = get_stamina_max();
7215 if( get_power_level() >= 3_kJ && has_active_bionic( bio_gills ) ) {
7216 int bonus = std::min<int>( units::to_kilojoule( get_power_level() ) / 3,
7217 max_stam - get_stamina() - stamina_recovery * turns );
7218 // so the effective recovery is up to 5x default
7219 bonus = std::min( bonus, 4 * static_cast<int>( base_regen_rate ) );
7220 if( bonus > 0 ) {
7221 stamina_recovery += bonus;
7222 bonus /= 10;
7223 bonus = std::max( bonus, 1 );
7225 }
7226 }
7227
7228 mod_stamina( roll_remainder( stamina_recovery * turns ) );
7229 add_msg( m_debug, "Stamina recovery: %d", roll_remainder( stamina_recovery * turns ) );
7230 // Cap at max
7231 set_stamina( std::min( std::max( get_stamina(), 0 ), max_stam ) );
7232}
static const bionic_id bio_gills("bio_gills")

References add_msg(), bio_gills, bp_mouth, encumb(), units::from_kilojoule(), get_power_level(), get_stamina(), get_stamina_max(), get_stim(), has_active_bionic(), m_debug, mod_power_level(), mod_stamina(), mutation_value(), roll_remainder(), set_stamina(), and units::to_kilojoule().

Referenced by update_body().

◆ update_stomach()

void Character::update_stomach ( const time_point from,
const time_point to 
)

Updates the stomach to give accurate hunger messages.

Definition at line 4745 of file character.cpp.

4746{
4747 const needs_rates rates = calc_needs_rates();
4748 // No food/thirst/fatigue clock at all
4749 const bool debug_ls = has_trait( trait_DEBUG_LS );
4750 // No food/thirst, capped fatigue clock (only up to tired)
4751 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4752 const bool foodless = debug_ls || npc_no_food;
4753 const bool mouse = has_trait( trait_NO_THIRST );
4754 const bool mycus = has_trait( trait_M_DEPENDENT );
4755 const float kcal_per_time = bmr() / ( 12.0f * 24.0f );
4756 const int five_mins = ticks_between( from, to, 5_minutes );
4757
4758 if( five_mins > 0 ) {
4759 // Digest nutrients in stomach
4760 food_summary digested_to_body = stomach.digest( rates, five_mins );
4761 // Apply nutrients, unless this is an NPC and NO_NPC_FOOD is enabled.
4762 if( !npc_no_food ) {
4763 mod_stored_kcal( digested_to_body.nutr.kcal );
4764 vitamins_mod( digested_to_body.nutr.vitamins, false );
4765 }
4766 if( !foodless && rates.hunger > 0.0f ) {
4767 // instead of hunger keeping track of how you're living, burn calories instead
4768 mod_stored_kcal( -roll_remainder( five_mins * kcal_per_time ) );
4769 }
4770 }
4771
4772 if( !foodless && rates.thirst > 0.0f ) {
4773 mod_thirst( roll_remainder( rates.thirst * five_mins ) );
4774 }
4775
4776 if( npc_no_food ) {
4777 set_thirst( static_cast<int>( thirst_levels::hydrated ) );
4779 }
4780
4781 // Mycus and Metabolic Rehydration makes thirst unnecessary
4782 // since water is not limited by intake but by absorption, we can just set thirst to zero
4783 if( mycus || mouse ) {
4784 set_thirst( 0 );
4785 }
4786}
static const trait_id trait_NO_THIRST("NO_THIRST")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
void vitamins_mod(const std::map< vitamin_id, int > &, bool capped=true)
food_summary digest(const needs_rates &metabolic_rates, int five_mins)
Processes food and outputs nutrients that are finished processing Metabolic rates are required becaus...
Definition: stomach.cpp:132
int mycus(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1433
nutrients nutr
Definition: stomach.h:53
std::map< vitamin_id, int > vitamins
vitamins potentially provided by this comestible (if any)
Definition: stomach.h:21

References bmr(), calc_needs_rates(), stomach_contents::digest(), has_trait(), needs_rates::hunger, hydrated, Creature::is_npc(), nutrients::kcal, max_stored_kcal(), mod_stored_kcal(), mod_thirst(), iuse::mycus(), food_summary::nutr, roll_remainder(), set_stored_kcal(), set_thirst(), stomach, needs_rates::thirst, ticks_between(), trait_DEBUG_LS, trait_M_DEPENDENT, trait_NO_THIRST, nutrients::vitamins, and vitamins_mod().

Referenced by update_body().

◆ update_type_of_scent() [1/2]

void Character::update_type_of_scent ( bool  init = false)

Definition at line 8636 of file character.cpp.

8637{
8638 scenttype_id new_scent = scenttype_id( "sc_human" );
8639 for( const trait_id &mut : get_mutations() ) {
8640 if( mut.obj().scent_typeid ) {
8641 new_scent = mut.obj().scent_typeid.value();
8642 }
8643 }
8644
8645 if( !init && new_scent != get_type_of_scent() ) {
8646 g->scent.reset();
8647 }
8648 set_type_of_scent( new_scent );
8649}
scenttype_id get_type_of_scent() const
Definition: character.cpp:8669
Definition: init.h:178

References g, get_mutations(), get_type_of_scent(), mutation_branch::scent_typeid, and set_type_of_scent().

Referenced by on_mutation_gain(), on_mutation_loss(), and update_type_of_scent().

◆ update_type_of_scent() [2/2]

void Character::update_type_of_scent ( const trait_id mut,
bool  gain = true 
)

Definition at line 8651 of file character.cpp.

8652{
8653 const cata::optional<scenttype_id> &mut_scent = mut->scent_typeid;
8654 if( mut_scent ) {
8655 if( gain && mut_scent.value() != get_type_of_scent() ) {
8656 set_type_of_scent( mut_scent.value() );
8657 g->scent.reset();
8658 } else {
8660 }
8661 }
8662}
cata::optional< scenttype_id > scent_typeid
What do you smell like.
Definition: mutation.h:159

References g, get_type_of_scent(), mutation_branch::scent_typeid, set_type_of_scent(), update_type_of_scent(), and cata::optional< T >::value().

◆ update_vitamins()

void Character::update_vitamins ( const vitamin_id vit)

Set vitamin deficiency/excess disease states dependent upon current vitamin levels.

Definition at line 8710 of file character.cpp.

8711{
8712 if( is_npc() ) {
8713 return; // NPCs cannot develop vitamin diseases
8714 }
8715
8716 efftype_id def = vit.obj().deficiency();
8717 efftype_id exc = vit.obj().excess();
8718
8719 int lvl = vit.obj().severity( vitamin_get( vit ) );
8720 if( lvl <= 0 ) {
8721 remove_effect( def );
8722 }
8723 if( lvl >= 0 ) {
8724 remove_effect( exc );
8725 }
8726 if( lvl > 0 ) {
8727 if( has_effect( def, num_bp ) ) {
8728 get_effect( def, num_bp ).set_intensity( lvl, true );
8729 } else {
8730 add_effect( def, 1_turns, num_bp, lvl );
8731 }
8732 }
8733 if( lvl < 0 ) {
8734 if( has_effect( exc, num_bp ) ) {
8735 get_effect( exc, num_bp ).set_intensity( -lvl, true );
8736 } else {
8737 add_effect( exc, 1_turns, num_bp, -lvl );
8738 }
8739 }
8740}
int vitamin_get(const vitamin_id &vit) const
Check current level of a vitamin.
int set_intensity(int val, bool alert=false)
Sets intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:858
const efftype_id & deficiency() const
Disease effect with increasing intensity proportional to vitamin deficiency.
Definition: vitamin.h:57
const efftype_id & excess() const
Disease effect with increasing intensity proportional to vitamin excess.
Definition: vitamin.h:62
int severity(int qty) const
Get intensity of deficiency or zero if not deficient for specified qty.
Definition: vitamin.cpp:39

References Creature::add_effect(), vitamin::deficiency(), vitamin::excess(), Creature::get_effect(), Creature::has_effect(), Creature::is_npc(), num_bp, string_id< T >::obj(), Creature::remove_effect(), effect::set_intensity(), vitamin::severity(), and vitamin_get().

Referenced by vitamin_mod().

◆ use_amount()

std::list< item > Character::use_amount ( itype_id  it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9536 of file character.cpp.

9538{
9539 std::list<item> ret;
9540 if( weapon.use_amount( it, quantity, ret ) ) {
9541 remove_weapon();
9542 }
9543 for( auto a = worn.begin(); a != worn.end() && quantity > 0; ) {
9544 if( a->use_amount( it, quantity, ret, filter ) ) {
9545 a->on_takeoff( *this );
9546 a = worn.erase( a );
9547 } else {
9548 ++a;
9549 }
9550 }
9551 if( quantity <= 0 ) {
9552 return ret;
9553 }
9554 std::list<item> tmp = inv.use_amount( it, quantity, filter );
9555 ret.splice( ret.end(), tmp );
9556 return ret;
9557}
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: inventory.cpp:855
bool use_amount(const itype_id &it, int &quantity, std::list< item > &used, const std::function< bool(const item &)> &filter=return_true< item >)
Consume a specific amount of items of a specific type.
Definition: item.cpp:8370
constexpr double a
Definition: magic.cpp:1030

References a, inv, remove_weapon(), cata::hash64_detail::ret, item::use_amount(), inventory::use_amount(), weapon, and worn.

Referenced by computer_session::action_srcf_elevator(), iexamine::cardreader(), iexamine::cardreader_robofac(), player::consume_items(), game::find_or_make_stairs(), hack_attempt(), monexamine::mech_hack(), iexamine::pedestal_temple(), activity_handlers::plant_seed_finish(), vehicle::reload_seeds(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), sinkhole_safety_roll(), and npc_trading::transfer_items().

◆ use_charges()

std::list< item > Character::use_charges ( const itype_id what,
int  qty,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9568 of file character.cpp.

9570{
9571 std::list<item> res;
9572
9573 if( qty <= 0 ) {
9574 return res;
9575
9576 } else if( what == itype_toolset ) {
9578 return res;
9579
9580 } else if( what == itype_fire ) {
9581 use_fire( qty );
9582 return res;
9583
9584 } else if( what == itype_bio_armor ) {
9585 float mod_qty = 0;
9586 float efficiency = 1;
9587 for( const bionic &bio : *my_bionics ) {
9588 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9589 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9590 }
9591 }
9592 if( efficiency == 1 ) {
9593 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9594 }
9595 mod_qty = qty / efficiency;
9597 return res;
9598
9599 } else if( what == itype_UPS ) {
9600 if( is_mounted() && mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) &&
9601 mounted_creature.get()->battery_item ) {
9602 auto mons = mounted_creature.get();
9603 int power_drain = std::min( mons->battery_item->ammo_remaining(), qty );
9604 mons->use_mech_power( -power_drain );
9605 qty -= std::min( qty, power_drain );
9606 return res;
9607 }
9608 if( has_power() && has_active_bionic( bio_ups ) ) {
9609 int bio = std::min( units::to_kilojoule( get_power_level() ), qty );
9611 qty -= std::min( qty, bio );
9612 }
9613
9614 int adv = charges_of( itype_adv_UPS_off, static_cast<int>( std::ceil( qty * 0.6 ) ) );
9615 if( adv > 0 ) {
9616 std::list<item> found = use_charges( itype_adv_UPS_off, adv );
9617 res.splice( res.end(), found );
9618 qty -= std::min( qty, static_cast<int>( adv / 0.6 ) );
9619 }
9620
9621 int ups = charges_of( itype_UPS_off, qty );
9622 if( ups > 0 ) {
9623 std::list<item> found = use_charges( itype_UPS_off, ups );
9624 res.splice( res.end(), found );
9625 qty -= std::min( qty, ups );
9626 }
9627 return res;
9628
9629 }
9630
9631 std::vector<item *> del;
9632
9633 bool has_tool_with_UPS = false;
9634 visit_items( [this, &what, &qty, &res, &del, &has_tool_with_UPS, &filter]( item * e ) {
9635 if( e->use_charges( what, qty, res, pos(), filter ) ) {
9636 del.push_back( e );
9637 }
9638 if( filter( *e ) && e->typeId() == what && e->has_flag( flag_USE_UPS ) ) {
9639 has_tool_with_UPS = true;
9640 }
9641 return qty > 0 ? VisitResponse::SKIP : VisitResponse::ABORT;
9642 } );
9643
9644 for( auto e : del ) {
9645 remove_item( *e );
9646 }
9647
9648 if( has_tool_with_UPS ) {
9649 use_charges( itype_UPS, qty );
9650 }
9651
9652 return res;
9653}
static const itype_id itype_toolset("toolset")
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const bionic_id bio_ups("bio_ups")
static const itype_id itype_UPS_off("UPS_off")
void use_fire(int quantity)
Definition: character.cpp:9719
bool use_charges(const itype_id &what, int &qty, std::list< item > &used, const tripoint &pos, const std::function< bool(const item &)> &filter=return_true< item >)
Consumes specified charges (or fewer) from this and any contained items.
Definition: item.cpp:8490

References ABORT, bio_ups, visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, flag_USE_UPS(), units::from_kilojoule(), get_power_level(), has_active_bionic(), item::has_flag(), has_power(), is_mounted(), itype_adv_UPS_off, itype_bio_armor, itype_fire, itype_toolset, itype_UPS, itype_UPS_off, MF_RIDEABLE_MECH, mod_power_level(), mounted_creature, my_bionics, pos(), visitable< Character >::remove_item(), SKIP, units::to_kilojoule(), item::typeId(), item::use_charges(), use_charges(), use_fire(), and visitable< Character >::visit_items().

Referenced by iexamine::arcfurnace_empty(), consume_charges(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), player::eat(), iuse::ecig(), iexamine::fertilize_plant(), player::fire_gun(), iexamine::fireplace(), iexamine::fvat_empty(), activity_handlers::gunmod_add_finish(), hack_attempt(), iexamine::keg(), iexamine::kiln_empty(), monexamine::pay_bot(), iexamine::pay_gas(), activity_handlers::plant_seed_finish(), process_items(), iexamine::reload_furniture(), vehicle::reload_seeds(), talk_effect_fun_t::set_bulk_trade_accept(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), npc_trading::transfer_items(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), place_monster_iuse::use(), cauterize_actor::use(), use_charges(), use_charges_if_avail(), use_fire(), and iexamine::vending().

◆ use_charges_if_avail()

bool Character::use_charges_if_avail ( const itype_id it,
int  quantity 
)

Definition at line 9559 of file character.cpp.

9560{
9561 if( has_charges( it, quantity ) ) {
9562 use_charges( it, quantity );
9563 return true;
9564 }
9565 return false;
9566}

References has_charges(), and use_charges().

Referenced by iuse::arrow_flammable(), iuse::firecracker(), activity_handlers::game_do_turn(), iuse::meth(), iuse::note_bionics(), item::process_tool(), item::reload(), iuse::smoking(), suffer_from_asthma(), and iuse_transform::use().

◆ use_fire()

void Character::use_fire ( int  quantity)

Definition at line 9719 of file character.cpp.

9720{
9721 //Okay, so checks for nearby fires first,
9722 //then held lit torch or candle, bionic tool/lighter/laser
9723 //tries to use 1 charge of lighters, matches, flame throwers
9724 //If there is enough power, will use power of one activation of the bio_lighter, bio_tools and bio_laser
9725 // (home made, military), hotplate, welder in that order.
9726 // bio_lighter, bio_laser, bio_tools, has_active_bionic("bio_tools"
9727
9728 if( get_map().has_nearby_fire( pos() ) ) {
9729 return;
9730 } else if( has_item_with_flag( "FIRE" ) ) {
9731 return;
9732 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9733 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9734 for( auto &i : firestarters ) {
9735 if( has_charges( i->typeId(), quantity ) ) {
9736 use_charges( i->typeId(), quantity );
9737 return;
9738 }
9739 }
9740 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9741 mod_power_level( -quantity * 5_kJ );
9742 return;
9743 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9744 mod_power_level( -quantity * 5_kJ );
9745 return;
9746 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9747 mod_power_level( -quantity * 5_kJ );
9748 return;
9749 }
9750}

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, get_map(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), mod_power_level(), pos(), and use_charges().

Referenced by use_charges().

◆ used_weapon() [1/2]

item & Character::used_weapon ( )

Definition at line 140 of file melee.cpp.

141{
142 return const_cast<item &>( const_cast<const Character *>( this )->used_weapon() );
143}

References used_weapon().

◆ used_weapon() [2/2]

const item & Character::used_weapon ( ) const

Returns a reference to the item which will be used to make attacks.

At the moment it's always weapon or a reference to a null item.

Definition at line 135 of file melee.cpp.

136{
137 return martial_arts_data->selected_force_unarmed() ? null_item_reference() : weapon;
138}

References martial_arts_data, null_item_reference(), and weapon.

Referenced by get_melee_hit_base(), ma_requirements::is_valid_character(), melee_attack(), player::on_dodge(), unarmed_attack(), and used_weapon().

◆ valid_aoe_technique() [1/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique 
)
private

Check if an area-of-effect technique has valid targets.

Definition at line 1212 of file melee.cpp.

1213{
1214 std::vector<Creature *> dummy_targets;
1215 return valid_aoe_technique( t, technique, dummy_targets );
1216}

References valid_aoe_technique().

Referenced by perform_technique(), pick_technique(), and valid_aoe_technique().

◆ valid_aoe_technique() [2/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique,
std::vector< Creature * > &  targets 
)
private

Definition at line 1218 of file melee.cpp.

1220{
1221 if( technique.aoe.empty() ) {
1222 return false;
1223 }
1224
1225 // pre-computed matrix of adjacent squares
1226 std::array<int, 9> offset_a = { {0, -1, -1, 1, 0, -1, 1, 1, 0 } };
1227 std::array<int, 9> offset_b = { {-1, -1, 0, -1, 0, 1, 0, 1, 1 } };
1228
1229 // filter the values to be between -1 and 1 to avoid indexing the array out of bounds
1230 int dy = std::max( -1, std::min( 1, t.posy() - posy() ) );
1231 int dx = std::max( -1, std::min( 1, t.posx() - posx() ) );
1232 int lookup = dy + 1 + 3 * ( dx + 1 );
1233
1234 //wide hits all targets adjacent to the attacker and the target
1235 if( technique.aoe == "wide" ) {
1236 //check if either (or both) of the squares next to our target contain a possible victim
1237 //offsets are a pre-computed matrix allowing us to quickly lookup adjacent squares
1238 tripoint left = pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1239 tripoint right = pos() + tripoint( offset_b[lookup], -offset_a[lookup], 0 );
1240
1241 monster *const mon_l = g->critter_at<monster>( left );
1242 if( mon_l && mon_l->friendly == 0 ) {
1243 targets.push_back( mon_l );
1244 }
1245 monster *const mon_r = g->critter_at<monster>( right );
1246 if( mon_r && mon_r->friendly == 0 ) {
1247 targets.push_back( mon_r );
1248 }
1249
1250 npc *const npc_l = g->critter_at<npc>( left );
1251 npc *const npc_r = g->critter_at<npc>( right );
1252 if( npc_l && npc_l->is_enemy() ) {
1253 targets.push_back( npc_l );
1254 }
1255 if( npc_r && npc_r->is_enemy() ) {
1256 targets.push_back( npc_r );
1257 }
1258 if( !targets.empty() ) {
1259 return true;
1260 }
1261 }
1262
1263 if( technique.aoe == "impale" ) {
1264 // Impale hits the target and a single target behind them
1265 // Check if the square cardinally behind our target, or to the left / right,
1266 // contains a possible target.
1267 tripoint left = t.pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1268 tripoint target_pos = t.pos() + ( t.pos() - pos() );
1269 tripoint right = t.pos() + tripoint( offset_b[lookup], -offset_b[lookup], 0 );
1270
1271 monster *const mon_l = g->critter_at<monster>( left );
1272 monster *const mon_t = g->critter_at<monster>( target_pos );
1273 monster *const mon_r = g->critter_at<monster>( right );
1274 if( mon_l && mon_l->friendly == 0 ) {
1275 targets.push_back( mon_l );
1276 }
1277 if( mon_t && mon_t->friendly == 0 ) {
1278 targets.push_back( mon_t );
1279 }
1280 if( mon_r && mon_r->friendly == 0 ) {
1281 targets.push_back( mon_r );
1282 }
1283
1284 npc *const npc_l = g->critter_at<npc>( left );
1285 npc *const npc_t = g->critter_at<npc>( target_pos );
1286 npc *const npc_r = g->critter_at<npc>( right );
1287 if( npc_l && npc_l->is_enemy() ) {
1288 targets.push_back( npc_l );
1289 }
1290 if( npc_t && npc_t->is_enemy() ) {
1291 targets.push_back( npc_t );
1292 }
1293 if( npc_r && npc_r->is_enemy() ) {
1294 targets.push_back( npc_r );
1295 }
1296 if( !targets.empty() ) {
1297 return true;
1298 }
1299 }
1300
1301 if( targets.empty() && technique.aoe == "spin" ) {
1302 for( const tripoint &tmp : g->m.points_in_radius( pos(), 1 ) ) {
1303 if( tmp == t.pos() ) {
1304 continue;
1305 }
1306 monster *const mon = g->critter_at<monster>( tmp );
1307 if( mon && mon->friendly == 0 ) {
1308 targets.push_back( mon );
1309 }
1310 npc *const np = g->critter_at<npc>( tmp );
1311 if( np && np->is_enemy() ) {
1312 targets.push_back( np );
1313 }
1314 }
1315 //don't trigger circle for fewer than 2 targets
1316 if( targets.size() < 2 ) {
1317 targets.clear();
1318 } else {
1319 return true;
1320 }
1321 }
1322 return false;
1323}
bool is_enemy() const
Definition: npc.cpp:2043

References ma_technique::aoe, monster::friendly, g, npc::is_enemy(), left, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), and right.

◆ visibility()

int Character::visibility ( bool  check_color = false,
int  stillness = 0 
) const

Checks is_invisible() as well as other factors.

Definition at line 6271 of file character.cpp.

6272{
6273 // 0-100 %
6274 if( is_invisible() ) {
6275 return 0;
6276 }
6277 // TODO:
6278 // if ( dark_clothing() && light check ...
6279 int stealth_modifier = std::floor( mutation_value( "stealth_modifier" ) );
6280 return clamp( 100 - stealth_modifier, 40, 160 );
6281}
bool is_invisible() const
Definition: character.cpp:6261

References clamp(), is_invisible(), and mutation_value().

◆ visible_mutations()

std::string Character::visible_mutations ( int  visibility_cap) const

Returns an enumeration of visible mutations with colors.

Definition at line 1743 of file mutation.cpp.

1744{
1745 const std::vector<trait_id> &my_muts = get_mutations();
1746 const std::string trait_str = enumerate_as_string( my_muts.begin(), my_muts.end(),
1747 [visibility_cap ]( const trait_id & pr ) -> std::string {
1748 const auto &mut_branch = pr.obj();
1749 // Finally some use for visibility trait of mutations
1750 if( mut_branch.visibility > 0 && mut_branch.visibility >= visibility_cap )
1751 {
1752 return colorize( mut_branch.name(), mut_branch.get_display_color() );
1753 }
1754
1755 return std::string();
1756 } );
1757 return trait_str;
1758}

References enumerate_as_string(), and get_mutations().

Referenced by npc::print_info(), and short_description_parts().

◆ vitamin_get()

int Character::vitamin_get ( const vitamin_id vit) const

Check current level of a vitamin.

Accesses level of a given vitamin. If the vitamin_id specified does not exist then this function simply returns 0.

Parameters
vitID of vitamin to check level for.
Returns
current level for specified vitamin

Definition at line 573 of file consumption.cpp.

574{
575 if( get_option<bool>( "NO_VITAMINS" ) && vit->type() == vitamin_type::VITAMIN ) {
576 return 0;
577 }
578
579 const auto &v = vitamin_levels.find( vit );
580 return v != vitamin_levels.end() ? v->second : 0;
581}
const vitamin_type & type() const
Definition: vitamin.h:40
@ VITAMIN
Definition: vitamin.h:19

References vitamin::type(), VITAMIN, and vitamin_levels.

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and update_vitamins().

◆ vitamin_mod()

int Character::vitamin_mod ( const vitamin_id vit,
int  qty,
bool  capped = true 
)

Add or subtract vitamins from character storage pools.

Parameters
vitID of vitamin to modify
qtyamount by which to adjust vitamin (negative values are permitted)
cappedif true prevent vitamins which can accumulate in excess from doing so
Returns
adjusted level for the vitamin or zero if vitamin does not exist

Definition at line 541 of file consumption.cpp.

542{
543 if( !vit.is_valid() ) {
544 debugmsg( "Vitamin with id %s does not exist, and cannot be modified", vit.str() );
545 return 0;
546 }
547 // What's going on here? Emplace returns either an iterator to the inserted
548 // item or, if it already exists, an iterator to the (unchanged) extant item
549 // (Okay, technically it returns a pair<iterator, bool>, the iterator is what we want)
550 auto it = vitamin_levels.emplace( vit, 0 ).first;
551 const vitamin &v = *it->first;
552
553 if( qty > 0 ) {
554 // Accumulations can never occur from food sources
555 it->second = std::min( it->second + qty, capped ? 0 : v.max() );
556 update_vitamins( vit );
557
558 } else if( qty < 0 ) {
559 it->second = std::max( it->second + qty, v.min() );
560 update_vitamins( vit );
561 }
562
563 return it->second;
564}
void update_vitamins(const vitamin_id &vit)
Set vitamin deficiency/excess disease states dependent upon current vitamin levels.
Definition: character.cpp:8710
int max() const
Upper bound for any accumulation of this vitamin.
Definition: vitamin.h:72
int min() const
Lower bound for deficiency of this vitamin.
Definition: vitamin.h:67

References debugmsg, string_id< T >::is_valid(), vitamin::max(), vitamin::min(), string_id< T >::str(), update_vitamins(), and vitamin_levels.

Referenced by eff_fun_bleed(), rooted(), suffer_from_other_mutations(), suffer_in_sunlight(), update_body(), consume_drug_iuse::use(), vitamin_set(), and vitamins_mod().

◆ vitamin_rate()

time_duration Character::vitamin_rate ( const vitamin_id vit) const

Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.

Definition at line 526 of file consumption.cpp.

527{
528 time_duration res = vit.obj().rate();
529
530 for( const auto &m : get_mutations() ) {
531 const auto &mut = m.obj();
532 auto iter = mut.vitamin_rates.find( vit );
533 if( iter != mut.vitamin_rates.end() ) {
534 res += iter->second;
535 }
536 }
537
538 return res;
539}
time_duration rate() const
Usage rate of vitamin (time to consume unit) Lower bound is zero whereby vitamin is not required (but...
Definition: vitamin.h:80

References get_mutations(), string_id< T >::obj(), and vitamin::rate().

Referenced by item::food_info(), update_body(), and consume_drug_iuse::use().

◆ vitamin_set()

bool Character::vitamin_set ( const vitamin_id vit,
int  qty 
)

Sets level of a vitamin or returns false if id given in vit does not exist.

Note
status effects are still set for deficiency/excess
Parameters
[in]vitID of vitamin to adjust quantity for
[in]qtyQuantity to set level to
Returns
false if given vitamin_id does not exist, otherwise true

Definition at line 583 of file consumption.cpp.

584{
585 auto v = vitamin_levels.find( vit );
586 if( v == vitamin_levels.end() ) {
587 return false;
588 }
589 vitamin_mod( vit, qty - v->second, false );
590
591 return true;
592}

References vitamin_levels, and vitamin_mod().

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and eff_fun_toxin_buildup().

◆ vitamins_mod()

void Character::vitamins_mod ( const std::map< vitamin_id, int > &  vitamins,
bool  capped = true 
)

Definition at line 566 of file consumption.cpp.

567{
568 for( auto vit : vitamins ) {
569 vitamin_mod( vit.first, vit.second, capped );
570 }
571}

References vitamin_mod().

Referenced by update_stomach().

◆ volume_capacity()

◆ volume_capacity_reduced_by()

units::volume Character::volume_capacity_reduced_by ( const units::volume mod,
const excluded_stacks without = {} 
) const

Definition at line 2913 of file character.cpp.

2915{
2917 return units::volume_max;
2918 }
2919
2921 for( const auto &i : worn ) {
2922 if( !without.count( &i ) ) {
2923 ret += i.get_storage();
2924 }
2925 }
2926 if( has_bionic( bio_storage ) ) {
2927 ret += 2_liter;
2928 }
2929 if( has_trait( trait_SHELL ) ) {
2930 ret += 4_liter;
2931 }
2933 ret += 6_liter;
2934 }
2935 if( has_trait( trait_PACKMULE ) ) {
2936 ret = ret * 1.4;
2937 }
2938 if( has_trait( trait_DISORGANIZED ) ) {
2939 ret = ret * 0.6;
2940 }
2941 return std::max( ret, 0_ml );
2942}
static const trait_id trait_SHELL("SHELL")
static const trait_id trait_DISORGANIZED("DISORGANIZED")
static const trait_id trait_PACKMULE("PACKMULE")
static const bionic_id bio_storage("bio_storage")
const volume volume_max
Definition: units_volume.h:21

References bio_storage, has_active_mutation(), has_bionic(), has_trait(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, trait_DISORGANIZED, trait_PACKMULE, trait_SHELL, trait_SHELL2, units::volume_max, and worn.

Referenced by inventory_drop_selector::get_raw_stats(), pickup::reorder_for_dropping(), player::takeoff(), and volume_capacity().

◆ volume_carried()

◆ volume_carried_reduced_by()

units::volume Character::volume_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2855 of file character.cpp.

2856{
2857 if( without.empty() ) {
2858 return inv.volume();
2859 } else {
2860 return inv.volume_without( without );
2861 }
2862}
units::volume volume_without(const excluded_stacks &without) const
Definition: inventory.cpp:1071

References inv, inventory::volume(), and inventory::volume_without().

Referenced by inventory_drop_selector::get_raw_stats().

◆ vomit()

void Character::vomit ( )

Handles Character vomiting effects.

Definition at line 7707 of file character.cpp.

7708{
7709 g->events().send<event_type::throws_up>( getID() );
7710
7711 map &here = get_map();
7712 if( get_effect_int( effect_fungus ) >= 3 ) {
7713 add_msg_player_or_npc( m_bad, _( "You vomit thousands of live spores!" ),
7714 _( "<npcname> vomits thousands of live spores!" ) );
7715 fungal_effects( *g, here ).fungalize( pos(), this );
7716 } else if( stomach.get_calories() > 0 || get_thirst() < 0 ) {
7717 add_msg_player_or_npc( m_bad, _( "You throw up heavily!" ), _( "<npcname> throws up heavily!" ) );
7718 here.add_field( adjacent_tile(), fd_bile, 1 );
7719 } else {
7720 return;
7721 }
7722
7723 if( !has_effect( effect_nausea ) ) { // Prevents never-ending nausea
7724 const effect dummy_nausea( &effect_nausea.obj(), 0_turns, bodypart_str_id::NULL_ID(), 1,
7726 add_effect( effect_nausea, std::max( dummy_nausea.get_max_duration() *
7727 stomach.get_calories() / 100, dummy_nausea.get_int_dur_factor() ) );
7728 }
7729
7730 stomach.empty();
7731 set_thirst( std::max( 0, get_thirst() ) );
7733 if( get_healthy_mod() > 0 ) {
7734 set_healthy_mod( 0 );
7735 }
7736
7737 moves -= 100;
7738 // get_effect is more correct than has_effect because of body parts
7739 effect &eff_foodpoison = get_effect( effect_foodpoison );
7740 if( eff_foodpoison ) {
7741 eff_foodpoison.mod_duration( -30_minutes );
7742 }
7743 effect &eff_drunk = get_effect( effect_drunk );
7744 if( eff_drunk ) {
7745 eff_drunk.mod_duration( rng( -10_minutes, -50_minutes ) );
7746 }
7750 // Don't wake up when just retching
7751 wake_up();
7752}
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_bloated("bloated")
static const efftype_id effect_foodpoison("foodpoison")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_pkill3("pkill3")
tripoint adjacent_tile() const
Returns an unoccupied, safe adjacent point.
Definition: character.cpp:7755
void fungalize(const tripoint &p, Creature *origin=nullptr, double spore_chance=0.0)
field_type_id fd_bile
Definition: field_type.cpp:337

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), adjacent_tile(), effect_bloated, effect_drunk, effect_foodpoison, effect_fungus, effect_nausea, effect_pkill1, effect_pkill2, effect_pkill3, stomach_contents::empty(), fd_bile, fungal_effects::fungalize(), g, stomach_contents::get_calories(), Creature::get_effect(), Creature::get_effect_int(), get_healthy_mod(), effect::get_int_dur_factor(), get_map(), effect::get_max_duration(), get_thirst(), getID(), Creature::has_effect(), m_bad, effect::mod_duration(), Creature::moves, string_id< body_part_type >::NULL_ID(), string_id< T >::obj(), pos(), Creature::remove_effect(), rng(), set_healthy_mod(), set_thirst(), stomach, throws_up, calendar::turn, and wake_up().

Referenced by activate_mutation(), addict_effect(), iuse::artifact(), iuse::blech(), iuse::dig(), player::eat(), eff_fun_hallu(), eff_fun_hot(), eff_fun_rat(), hardcoded_effects(), marloss_common(), iuse::mycus(), process_effects_internal(), process_one_effect(), iuse::sewage(), suffer_from_radiation(), suffer_while_awake(), try_reject_mutagen(), avatar::vomit(), and spell_effect::vomit().

◆ wait_effects()

void Character::wait_effects ( )

Definition at line 1641 of file character.cpp.

1642{
1643 if( has_effect( effect_downed ) ) {
1644 try_remove_downed( *this );
1645 return;
1646 }
1647 if( has_effect( effect_beartrap ) ) {
1648 try_remove_bear_trap( *this );
1649 return;
1650 }
1651 if( has_effect( effect_lightsnare ) ) {
1652 try_remove_lightsnare( *this );
1653 return;
1654 }
1655 if( has_effect( effect_heavysnare ) ) {
1656 try_remove_heavysnare( *this );
1657 return;
1658 }
1659 if( has_effect( effect_webbed ) ) {
1660 try_remove_webs( *this );
1661 return;
1662 }
1663 if( has_effect( effect_grabbed ) ) {
1664 try_remove_grab( *this );
1665 return;
1666 }
1667}

References effect_beartrap, effect_downed, effect_grabbed, effect_heavysnare, effect_lightsnare, effect_webbed, Creature::has_effect(), try_remove_bear_trap(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by character_funcs::do_pause().

◆ wake_up()

void Character::wake_up ( )

Removes "sleep" and "lying_down".

Definition at line 7586 of file character.cpp.

7587{
7591 if( has_effect( effect_sleep ) ) {
7592 g->events().send<event_type::character_wakes_up>( getID() );
7594 // Wake up might be called more than once per turn, but we only need to recalc after removing sleep
7596 }
7597}
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static const efftype_id effect_alarm_clock("alarm_clock")
@ character_wakes_up

References character_wakes_up, effect_alarm_clock, effect_lying_down, effect_sleep, effect_slept_through_alarm, g, getID(), Creature::has_effect(), recalc_sight_limits(), and Creature::remove_effect().

Referenced by hardcoded_effects(), on_hurt(), sounds::process_sound_markers(), react_to_felt_pain(), Creature::remove_effect(), suffer_from_asthma(), suffer_from_sunburn(), update_bodytemp(), vomit(), and avatar::wake_up().

◆ warmth()

std::map< bodypart_id, int > Character::warmth ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns warmth provided by armor, etc.

Definition at line 9282 of file character.cpp.

9284{
9285 std::map<bodypart_id, int> ret;
9286 for( const bodypart_id &bp : get_all_body_parts() ) {
9287 ret.emplace( bp, 0 );
9288 }
9289
9290 for( const std::pair<const bodypart_id, std::vector<const item *>> &on_bp : clothing_map ) {
9291 const bodypart_id &bp = on_bp.first;
9292 for( const item *it : on_bp.second ) {
9293 double warmth = it->get_warmth();
9294 // Warmth reduced linearly with wetness
9295 const auto &materials = it->made_of();
9296 float max_wet_resistance = std::accumulate( materials.begin(), materials.end(), 0.0f,
9297 []( float best, const material_id & mat ) {
9298 return std::max( best, mat->warmth_when_wet() );
9299 } );
9300 float wet_mult = 1.0f - max_wet_resistance * body_wetness[bp->token] / drench_capacity[bp->token];
9301 ret[bp] += warmth * wet_mult;
9302 }
9303 ret[bp] += get_effect_int( effect_heating_bionic, bp->token );
9304 }
9305 return ret;
9306}
static const efftype_id effect_heating_bionic("heating_bionic")
int get_warmth() const
Returns the warmth value that this item has when worn.
Definition: item.cpp:5803

References body_wetness, drench_capacity, effect_heating_bionic, Creature::get_all_body_parts(), Creature::get_effect_int(), item::get_warmth(), item::made_of(), and cata::hash64_detail::ret.

Referenced by weather_effect::wet_player().

◆ wear_item()

cata::optional< std::list< item >::iterator > Character::wear_item ( const item to_wear,
bool  interactive = true 
)

Wear item; returns nullopt on fail, or pointer to newly worn item on success.

If interactive is false, don't alert the player or drain moves on completion.

Definition at line 2233 of file character.cpp.

2235{
2236 const auto ret = can_wear( to_wear );
2237 if( !ret.success() ) {
2238 if( interactive ) {
2239 add_msg_if_player( m_info, "%s", ret.c_str() );
2240 }
2241 return cata::nullopt;
2242 }
2243
2244 const bool was_deaf = is_deaf();
2245 const bool supertinymouse = get_size() == MS_TINY;
2246 last_item = to_wear.typeId();
2247
2248 std::list<item>::iterator position = position_to_wear_new_item( to_wear );
2249 std::list<item>::iterator new_item_it = worn.insert( position, to_wear );
2250
2251 if( interactive ) {
2253 _( "You put on your %s." ),
2254 _( "<npcname> puts on their %s." ),
2255 to_wear.tname() );
2256 moves -= item_wear_cost( to_wear );
2257
2258 for( const body_part bp : all_body_parts ) {
2259 if( to_wear.covers( bp ) && encumb( bp ) >= 40 ) {
2261 bp == bp_eyes ?
2262 _( "Your %s are very encumbered! %s" ) : _( "Your %s is very encumbered! %s" ),
2263 body_part_name( bp ), encumb_text( bp ) );
2264 }
2265 }
2266 if( !was_deaf && is_deaf() ) {
2267 add_msg_if_player( m_info, _( "You're deafened!" ) );
2268 }
2269 if( supertinymouse && !to_wear.has_flag( flag_UNDERSIZE ) ) {
2271 _( "This %s is too big to wear comfortably! Maybe it could be refitted." ),
2272 to_wear.tname() );
2273 } else if( !supertinymouse && to_wear.has_flag( flag_UNDERSIZE ) ) {
2275 _( "This %s is too small to wear comfortably! Maybe it could be refitted." ),
2276 to_wear.tname() );
2277 }
2278 } else {
2279 add_msg_if_npc( _( "<npcname> puts on their %s." ), to_wear.tname() );
2280 }
2281
2282 new_item_it->on_wear( *this );
2283
2284 inv.update_invlet( *new_item_it );
2285 inv.update_cache_with_item( *new_item_it );
2286
2289
2290 return new_item_it;
2291}
std::string encumb_text(body_part bp)
Returns the matching encumbrance text for a given body_part token.
Definition: bodypart.cpp:358
static const std::string flag_UNDERSIZE("UNDERSIZE")
void update_invlet(item &it, bool assign_invlet=true)
Definition: inventory.cpp:1217
void update_cache_with_item(item &newit)
Definition: inventory.cpp:253

References _, Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), all_body_parts, body_part_name(), bp_eyes, can_wear(), item::covers(), encumb(), encumb_text(), flag_UNDERSIZE(), get_size(), item::has_flag(), inv, is_deaf(), item_wear_cost(), last_item, m_info, m_warning, Creature::moves, MS_TINY, cata::nullopt, position, position_to_wear_new_item(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::typeId(), inventory::update_cache_with_item(), inventory::update_invlet(), and worn.

Referenced by activity_on_turn_wear(), iexamine::autodoc(), avatar::create(), dispose_item(), pick_one_up(), spell_effect::spawn_ethereal_item(), standard_npc::standard_npc(), npc::stow_item(), player::use(), player::wear(), and npc::wear_if_wanted().

◆ wearing_something_on()

bool Character::wearing_something_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body part.

Definition at line 8769 of file character.cpp.

8770{
8771 for( auto &i : worn ) {
8772 if( i.covers( bp->token ) ) {
8773 return true;
8774 }
8775 }
8776 return false;
8777}

References worn.

Referenced by armwear_factor(), can_drink_nectar(), can_wear(), iexamine::chainfence(), footwear_factor(), player::on_hit(), reset_stats(), suffer_from_sunburn(), and suffer_in_sunlight().

◆ weight_capacity()

units::mass Character::weight_capacity ( ) const
overridevirtual
Strength increases carrying capacity

Reimplemented from Creature.

Definition at line 2864 of file character.cpp.

2865{
2867 // Infinite enough
2868 return units::mass_max;
2869 }
2870 // Get base capacity from creature,
2871 // then apply player-only mutation and trait effects.
2873 /** @EFFECT_STR increases carrying capacity */
2874 ret += get_str() * 4_kilogram;
2875 ret *= mutation_value( "weight_capacity_modifier" );
2876
2877 units::mass worn_weight_bonus = 0_gram;
2878 for( const item &it : worn ) {
2879 ret *= it.get_weight_capacity_modifier();
2880 worn_weight_bonus += it.get_weight_capacity_bonus();
2881 }
2882
2883 units::mass bio_weight_bonus = 0_gram;
2884 for( const bionic_id &bid : get_bionics() ) {
2885 ret *= bid->weight_capacity_modifier;
2886 bio_weight_bonus += bid->weight_capacity_bonus;
2887 }
2888
2889 ret += bio_weight_bonus + worn_weight_bonus;
2890
2892 ret += 22500_gram;
2893 }
2894
2895 if( ret < 0_gram ) {
2896 ret = 0_gram;
2897 }
2898 if( is_mounted() ) {
2899 auto *mons = mounted_creature.get();
2900 // the mech has an effective strength for other purposes, like hitting.
2901 // but for lifting, its effective strength is even higher, due to its sturdy construction, leverage,
2902 // and being built entirely for that purpose with hydraulics etc.
2903 ret = mons->mech_str_addition() == 0 ? ret : ( mons->mech_str_addition() + 10 ) * 4_kilogram;
2904 }
2905 return ret;
2906}
virtual units::mass weight_capacity() const
Definition: creature.cpp:1779
@ AEP_CARRY_MORE
Definition: enums.h:118

References AEP_CARRY_MORE, get_bionics(), get_str(), has_artifact_with(), has_trait(), is_mounted(), units::mass_max, mounted_creature, mutation_value(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, Creature::weight_capacity(), and worn.

Referenced by activate_bionic(), are_requirements_nearby(), burn_move_stamina(), can_pick_weight(), carry_weight_string(), pickup::cost_to_move_item(), overmap_ui::display(), pickup::do_pickup(), draw_speed_tab(), draw_stats_info(), draw_weightvolume_labels(), npc::drop_items(), fetch_activity(), find_best_bench(), npc::find_item(), inventory_selector::get_raw_stats(), inventory_drop_selector::get_raw_stats(), iexamine::ledge(), npc_pickup_from_stack(), trading_window::perform_trade(), recalc_speed_bonus(), set_stats(), suffer_while_awake(), and weight_carried_reduced_by().

◆ weight_carried()

◆ weight_carried_reduced_by()

units::mass Character::weight_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2807 of file character.cpp.

2808{
2809 const std::map<const item *, int> empty;
2810
2811 // Worn items
2812 units::mass ret = 0_gram;
2813 for( auto &i : worn ) {
2814 if( !without.count( &i ) ) {
2815 ret += i.weight();
2816 }
2817 }
2818
2819 // Items in inventory
2820 ret += inv.weight_without( without );
2821
2822 // Wielded item
2823 units::mass weaponweight = 0_gram;
2824 auto weapon_it = without.find( &weapon );
2825 if( weapon_it == without.end() ) {
2826 weaponweight = weapon.weight();
2827 } else {
2828 int subtract_count = ( *weapon_it ).second;
2829 if( weapon.count_by_charges() ) {
2830 item copy = weapon;
2831 copy.charges -= subtract_count;
2832 if( copy.charges < 0 ) {
2833 debugmsg( "Trying to remove more charges than the wielded item has" );
2834 copy.charges = 0;
2835 }
2836 weaponweight = copy.weight();
2837 } else if( subtract_count > 1 ) {
2838 debugmsg( "Trying to remove more than one wielded item" );
2839 }
2840 }
2841 // Exclude wielded item if using lifting tool
2842 if( weaponweight + ret > weight_capacity() ) {
2843 const float liftrequirement = std::ceil( units::to_gram<float>( weaponweight ) /
2844 units::to_gram<float>( TOOL_LIFT_FACTOR ) );
2845 if( g->new_game || best_nearby_lifting_assist() < liftrequirement ) {
2846 ret += weaponweight;
2847 }
2848 } else {
2849 ret += weaponweight;
2850 }
2851
2852 return ret;
2853}
units::mass weight_without(const excluded_stacks &without) const
Definition: inventory.cpp:1042
#define TOOL_LIFT_FACTOR

References best_nearby_lifting_assist(), item::charges, item::count_by_charges(), debugmsg, g, inv, cata::hash64_detail::ret, TOOL_LIFT_FACTOR, weapon, item::weight(), weight_capacity(), inventory::weight_without(), and worn.

Referenced by inventory_drop_selector::get_raw_stats(), and weight_carried().

◆ wield()

virtual bool Character::wield ( item target)
pure virtual

Removes currently wielded item (if any) and replaces it with the target item.

Parameters
targetreplacement item to wield or null item to remove existing weapon without replacing it
Returns
whether both removal and replacement were successful (they are performed atomically)

Implemented in npc, and avatar.

Referenced by player::disarm(), handle_melee_wear(), perform_technique(), pick_one_up(), and mattack::riotbot().

◆ will_eat()

ret_val< edible_rating > Character::will_eat ( const item food,
bool  interactive = false 
) const

Same as can_eat, but takes consequences into account.

Asks about them if

Parameters
interactiveis true, refuses otherwise.

Definition at line 725 of file consumption.cpp.

726{
727 const auto ret = can_eat( food );
728 if( !ret.success() ) {
729 if( interactive ) {
730 add_msg_if_player( m_info, "%s", ret.c_str() );
731 }
732 return ret;
733 }
734
735 std::vector<ret_val<edible_rating>> consequences;
736 const auto add_consequence = [&consequences]( const std::string & msg, edible_rating code ) {
737 consequences.emplace_back( ret_val<edible_rating>::make_failure( code, msg ) );
738 };
739
740 const bool saprophage = has_trait( trait_SAPROPHAGE );
741 const auto &comest = food.get_comestible();
742
743 if( food.rotten() ) {
744 const bool saprovore = has_trait( trait_SAPROVORE );
745 if( !saprophage && !saprovore && !has_bionic( bio_digestion ) ) {
746 add_consequence( _( "This is rotten and smells awful!" ), edible_rating::rotten );
747 }
748 }
749
750 const bool carnivore = has_trait( trait_CARNIVORE );
751 if( food.has_flag( flag_CANNIBALISM ) && !has_trait_flag( "CANNIBAL" ) ) {
752 add_consequence( _( "The thought of eating human flesh makes you feel sick." ),
754 }
755
756 const bool edible = comest->comesttype == comesttype_FOOD || food.has_flag( flag_USE_EAT_VERB );
757
758 int food_kcal = compute_effective_nutrients( food ).kcal;
759 if( food_kcal > 0 && has_effect( effect_nausea ) ) {
760 add_consequence( _( "You still feel nauseous and will probably puke it all up again." ),
762 }
763
764 if( ( food_kcal > 0 || comest->quench > 0 ) && has_effect( effect_bloated )
765 && !food.has_flag( flag_NO_BLOAT ) ) {
766 add_consequence( _( "You're full and will vomit if you try to consume anything." ),
768 }
769
770 if( ( allergy_type( food ) != MORALE_NULL ) || ( carnivore && food.has_flag( flag_ALLERGEN_JUNK ) &&
771 !food.has_flag( flag_CARNIVORE_OK ) ) ) {
772 add_consequence( _( "Your stomach won't be happy (allergy)." ), edible_rating::allergy );
773 }
774
775 if( saprophage && edible && food.rotten() && !food.has_flag( flag_FERTILIZER ) ) {
776 // Note: We're allowing all non-solid "food". This includes drugs
777 // Hard-coding fertilizer for now - should be a separate flag later
778 //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person.
779 //~ Semantic difference, but greatly facilitates people being proud of their character.
780 add_consequence( _( "Your stomach won't be happy (not rotten enough)." ),
782 }
783
784 if( !food.has_infinite_charges() &&
785 ( ( food_kcal > 0 &&
786 get_stored_kcal() + stomach.get_calories() + food_kcal
787 > max_stored_kcal() ) ||
788 ( comest->quench > 0 && get_thirst() < comest->quench ) ) ) {
789 add_consequence( _( "You're full already and the excess food will be wasted." ),
791 }
792
793 if( !consequences.empty() ) {
794 if( !interactive ) {
795 return consequences.front();
796 }
797 std::string req;
798 for( const auto &elem : consequences ) {
799 req += elem.str() + "\n";
800 }
801
802 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
803 std::string food_tname = food.tname();
804 const nc_color food_color = food.color_in_inventory();
805 if( eat_verb || comest->comesttype == comesttype_FOOD ) {
806 req += string_format( _( "Eat your %s anyway?" ), colorize( food_tname, food_color ) );
807 } else if( !eat_verb && comest->comesttype == comesttype_DRINK ) {
808 req += string_format( _( "Drink your %s anyway?" ), colorize( food_tname, food_color ) );
809 } else {
810 req += string_format( _( "Consume your %s anyway?" ), colorize( food_tname, food_color ) );
811 }
812
813 if( !query_yn( req ) ) {
814 return consequences.front();
815 }
816 }
817 // All checks ended, it's edible (or we're pretending it is)
819}
edible_rating
Definition: character.h:157
bool has_infinite_charges() const
Definition: item.cpp:9833
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4053
The class represents a composite return value of an arbitrary function (result).
Definition: ret_val.h:21
static const std::string flag_FERTILIZER("FERTILIZER")
static const efftype_id effect_nausea("nausea")

References _, Creature::add_msg_if_player(), allergy, allergy_type(), allergy_weak, bio_digestion, bloated, can_eat(), cannibalism, item::color_in_inventory(), colorize(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), edible, effect_bloated, effect_nausea, flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_FERTILIZER(), flag_NO_BLOAT(), flag_USE_EAT_VERB(), stomach_contents::get_calories(), item::get_comestible(), get_stored_kcal(), get_thirst(), has_bionic(), Creature::has_effect(), item::has_flag(), item::has_infinite_charges(), has_trait(), has_trait_flag(), nutrients::kcal, m_info, ret_val< T >::make_success(), max_stored_kcal(), MORALE_NULL, nausea, query_yn(), cata::hash64_detail::ret, rotten, item::rotten(), stomach, string_format(), item::tname(), too_full, trait_CARNIVORE, trait_SAPROPHAGE, and trait_SAPROVORE.

Referenced by item::color_in_inventory(), npc::consume_food(), player::eat(), find_auto_consume(), examine_item_menu::rate_action_eat(), and npc::value().

◆ worn_position_to_index()

static int Character::worn_position_to_index ( int  position)
inlinestatic

Definition at line 1108 of file character.h.

1108 {
1109 return -2 - position;
1110 }

References position.

Referenced by advanced_inventory::action_examine(), get_item_position(), i_at(), i_rem(), and avatar_action::wield().

◆ worn_with_flag()

Member Data Documentation

◆ _skills

◆ activity

player_activity Character::activity

Definition at line 1548 of file character.h.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), assign_stashed_activity(), iexamine::autodoc(), activity_handlers::build_do_turn(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), character_effects::calc_focus_equilibrium(), cancel_activity(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), check_outbounds_activity(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), veh_interact::complete_vehicle(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), npc::do_player_activity(), npc::do_pulp(), avatar::do_read(), game::do_turn(), player_activity::do_turn(), pickup_activity_actor::do_turn(), npc::drop(), eff_fun_bleed(), fall_asleep(), fetch_activity(), iuse::fill_pit(), activity_handlers::find_mount_do_turn(), npc::finish_read(), iuse::fishing_rod(), forced_dismount(), game::forced_door_closing(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), player_activity::get_progress_message(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hand_crank(), game::handle_key_blocking_activity(), hardcoded_effects(), has_activity(), npc::has_player_activity(), in_sleep_state(), install_bionics(), vehicle::interact_with(), inv_internal(), iuse::jackhammer(), load(), npc::load(), iuse::makemound(), monexamine::milk_source(), mine_activity(), npc::move(), map::move_vehicle(), npc::on_load(), iuse::oxytorch(), perform_zone_activity_turn(), iuse::pickaxe(), game::place_player(), monexamine::play_with(), iuse::portable_game(), game::process_activity(), sounds::process_sound_markers(), process_turn(), game::process_voluntary_act_interrupt(), avatar::read(), npc::reboot(), avatar_action::reload(), DefaultRemovePartHandler::removed(), activity_handlers::repair_item_finish(), resume_backlog_activity(), npc::revert_after_activity(), iexamine::rubble(), iexamine::safe(), conditional_t< T >::set_has_activity(), npc::set_mission(), monexamine::shear_animal(), iexamine::shrub_wildveggies(), smash(), player::start_craft(), store(), npc::talk_to_u(), player::toolmod_add(), iexamine::trap(), try_start_hacking(), uninstall_bionic(), update_needs(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), heal_actor::use_healing_item(), vehicle_activity(), and iuse::vibe().

◆ activity_vehicle_part_index

◆ addictions

◆ ammo_location

item_location Character::ammo_location

Definition at line 1573 of file character.h.

◆ auto_move_route

std::vector<tripoint> Character::auto_move_route
private

◆ autolearn_skills_stamp

pimpl<SkillLevelMap> Character::autolearn_skills_stamp
mutableprotected

Stamp of character skills.

learned_recipes are valid only with this set of skills.

Definition at line 2130 of file character.h.

Referenced by get_learned_recipes(), load(), and store().

◆ backlog

◆ bio_soporific_powered_at_last_sleep_check

bool Character::bio_soporific_powered_at_last_sleep_check = false

Definition at line 2112 of file character.h.

Referenced by character_funcs::roll_can_sleep(), and avatar_funcs::try_to_sleep().

◆ blocks_left

int Character::blocks_left = 0

Definition at line 589 of file character.h.

Referenced by block_hit(), player::player(), and process_turn().

◆ body_wetness

◆ cached_crafting_inventory

inventory Character::cached_crafting_inventory
private

Definition at line 2229 of file character.h.

Referenced by crafting_inventory().

◆ cached_moves

int Character::cached_moves = 0
private

Definition at line 2227 of file character.h.

Referenced by crafting_inventory().

◆ cached_mutations

std::vector<const mutation_branch *> Character::cached_mutations
protected

◆ cached_position

tripoint Character::cached_position
private

Definition at line 2228 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ cached_time

time_point Character::cached_time

Definition at line 1576 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ camps

std::set<tripoint_abs_omt> Character::camps

◆ cash

int Character::cash = 0

◆ check_encumbrance

bool Character::check_encumbrance = true
private

◆ consumption_history

pimpl<consumption_history_t> Character::consumption_history

Definition at line 1560 of file character.h.

Referenced by player::eat(), fun_for(), load(), and store().

◆ controlling_vehicle

◆ custom_profession

std::string Character::custom_profession

◆ damage_bandaged

std::array<int, num_hp_parts> Character::damage_bandaged

Definition at line 1540 of file character.h.

Referenced by heal_actor::finish_using(), load(), regen(), and player::store().

◆ damage_disinfected

std::array<int, num_hp_parts> Character::damage_disinfected

Definition at line 1540 of file character.h.

Referenced by iexamine::autodoc(), heal_actor::finish_using(), load(), regen(), and player::store().

◆ death_drops

bool Character::death_drops = true

Definition at line 253 of file character.h.

Referenced by npc::npc(), place_corpse(), and player::player().

◆ destination_activity

player_activity Character::destination_activity
private

◆ destination_point

◆ dex_bonus

int Character::dex_bonus = 0
protected

◆ dex_cur

◆ dex_max

◆ dodges_left

int Character::dodges_left = 0

◆ drench_capacity

std::array<int, num_bp> Character::drench_capacity

◆ enchantment_cache

◆ encumbrance_cache

pimpl<char_encumbrance_data> Character::encumbrance_cache
protected

Definition at line 2100 of file character.h.

Referenced by encumb(), extraEncumbrance(), get_encumbrance(), and reset_encumbrance().

◆ fac_id

◆ faction_api_version

int Character::faction_api_version = 2
protected

◆ fatigue

int Character::fatigue = 0
private

◆ fleshy

const std::vector< material_id > Character::fleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
static

Definition at line 802 of file character.h.

Referenced by made_of(), and made_of_any().

◆ focus_pool

◆ follower_ids

std::set<character_id> Character::follower_ids

Definition at line 1569 of file character.h.

◆ frostbite_timer

std::array<int, num_bp> Character::frostbite_timer

Definition at line 2243 of file character.h.

Referenced by load(), store(), and update_bodytemp().

◆ hauling

bool Character::hauling = false

Definition at line 1544 of file character.h.

Referenced by is_hauling(), player::player(), start_hauling(), and stop_hauling().

◆ healed_total

std::array<int, num_hp_parts> Character::healed_total

Definition at line 1749 of file character.h.

Referenced by healed_bp(), load(), and store().

◆ healthy

int Character::healthy = 0
protected

How healthy the character is.

Definition at line 2089 of file character.h.

Referenced by get_healthy(), load(), mod_healthy(), set_healthy(), and store().

◆ healthy_mod

int Character::healthy_mod = 0
protected

Definition at line 2090 of file character.h.

Referenced by get_healthy_mod(), load(), mod_healthy_mod(), set_healthy_mod(), and store().

◆ id

◆ in_vehicle

◆ init_age

int Character::init_age = 25
protected

age in years at character creation

Definition at line 2093 of file character.h.

Referenced by age(), base_age(), load(), mod_base_age(), avatar::randomize(), reset_chargen_attributes(), set_base_age(), and store().

◆ init_height

int Character::init_height = 175
protected

height at character creation

Definition at line 2095 of file character.h.

Referenced by base_height(), height(), load(), mod_base_height(), avatar::randomize(), reset_chargen_attributes(), set_base_height(), and store().

◆ int_bonus

int Character::int_bonus = 0
protected

◆ int_cur

◆ int_max

◆ inv

inventory Character::inv

Definition at line 1551 of file character.h.

Referenced by inventory_selector::add_character_items(), advanced_inventory_pane::add_items_from_area(), allocated_invlets(), npc::alt_attack(), autoclave_internal(), autodoc_internal(), behavior::character_oracle_t::can_make_fire(), can_pick_volume(), player::can_start_craft(), iuse_transform::can_use(), behavior::character_oracle_t::can_wear_warmer_clothes(), debug_menu::character_edit_menu(), game_menus::inv::common(), game_menus::inv::compare(), complete_craft(), player::consume(), npc::consume_cbm_items(), npc::consume_food(), convert_to_items(), crafting_inventory(), avatar::create(), npc::decide_needs(), die(), dispose_item(), npc::dispose_item(), drop_invalid_inventory(), npc::drop_items(), findBestGasDiscount(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_item_position(), item::get_remaining_capacity_for_liquid(), get_weight(), behavior::character_oracle_t::has_food(), npc::has_painkiller(), behavior::character_oracle_t::has_water(), npc::heal_self(), i_add(), i_add_or_drop(), i_at(), i_rem(), tutorial_game::init(), npc_trading::init_buying(), npc_trading::init_selling(), inv_dump(), inv_internal(), irradiate(), leak_level(), avatar::load(), load(), player::mend_item(), npc::mug_player(), game_menus::inv::multidrop(), iexamine::pay_gas(), pour_into(), process_items(), iuse::radiocar(), npc::randomize(), player::reassign_item(), item::reload(), pickup::reorder_for_dropping(), player::select_requirements(), set_item_inventory(), npc::shop_restock(), iuse::smoking(), player::sort_armor(), starting_inv(), avatar::store(), player::store(), game_menus::inv::swap_letters(), avatar_action::swim(), player::takeoff(), player::unwield(), npc::update_worst_item_value(), use_amount(), npc::use_painkiller(), volume_carried(), volume_carried_reduced_by(), wash_items(), player::wear(), wear_item(), weight_carried_reduced_by(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ known_traps

trap_map Character::known_traps
protected

Definition at line 2099 of file character.h.

Referenced by add_known_trap(), knows_trap(), load(), and store().

◆ last_climate_control_ret

bool Character::last_climate_control_ret = false

Definition at line 2248 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ last_item

◆ last_sleep_check

time_point Character::last_sleep_check = calendar::turn_zero

Definition at line 2111 of file character.h.

Referenced by player::load(), character_funcs::roll_can_sleep(), and player::store().

◆ last_target

weak_ptr_fast<Creature> Character::last_target

Definition at line 1570 of file character.h.

◆ last_target_pos

cata::optional<tripoint> Character::last_target_pos

Definition at line 1571 of file character.h.

Referenced by reach_attack().

◆ learned_recipes

pimpl<recipe_subset> Character::learned_recipes
mutableprotected

Subset of learned recipes.

Needs to be mutable for lazy initialization.

Definition at line 2132 of file character.h.

Referenced by avatar::create(), get_learned_recipes(), learn_recipe(), load(), and store().

◆ magic

◆ male

◆ martial_arts_data

◆ max_power_level

◆ melee_miss_reasons

struct weighted_int_list< std::string > Character::melee_miss_reasons
private

Definition at line 2225 of file character.h.

Referenced by add_miss_reason(), clear_miss_reasons(), and get_miss_reason().

◆ morale

◆ mounted_creature

◆ mounted_creature_id

int Character::mounted_creature_id = 0

Definition at line 1590 of file character.h.

Referenced by load().

◆ move_mode

◆ mut_drench

std::array<std::array<int, NUM_WATER_TOLERANCE>, num_bp> Character::mut_drench
protected

Definition at line 876 of file character.h.

Referenced by apply_wetness_morale(), and drench_mut_calc().

◆ mutation_category_level

std::map<std::string, int> Character::mutation_category_level

◆ my_bionics

◆ my_fac

◆ my_mutations

mutation_collection Character::my_mutations

Traits / mutations of the character.

Key is the mutation id (it's also a valid key into mutation_data), the value describes the status of the mutation. If there is not entry for a mutation, the character does not have it. If the map contains the entry, the character has the mutation.

Definition at line 2110 of file character.h.

Referenced by activate_mutation(), active_light(), clear_mutations(), avatar::create(), deactivate_mutation(), get_mutations(), get_overlay_ids(), has_active_mutation(), has_opposite_trait(), has_trait(), load(), mutation_effect(), mutation_spend_resources(), rebuild_mutation_cache(), set_mutation(), detail::show_mutations_ui_internal(), store(), suffer(), switch_mutations(), toggle_trait(), and unset_mutation().

◆ my_traits

std::unordered_set<trait_id> Character::my_traits
protected

Contains mutation ids of the base traits.

Definition at line 2117 of file character.h.

Referenced by clear_mutations(), get_base_traits(), has_base_trait(), load(), store(), and toggle_trait().

◆ name

std::string Character::name

Definition at line 1536 of file character.h.

Referenced by assign_activity(), vehicle::automatic_fire_turret(), bionics_install_failure(), map::board_vehicle(), body_window(), butcher_corpse_activity(), butchery_drops_harvest(), talk_function::buy_100_logs(), talk_function::buy_10_logs(), talk_function::buy_haircut(), talk_function::buy_shave(), veh_interact::calc_overview(), can_wear(), enchantment::cast_enchantment_spell(), debug_menu::character_edit_menu(), activity_handlers::chop_logs_finish(), game::cleanup_at_end(), veh_interact::complete_vehicle(), target_ui::confirm_non_enemy_target(), npc::consume_food(), player::consume_item(), avatar::create(), mission_end::deposit_box(), item_location::impl::item_on_person::describe(), diary::diary(), npc::die(), player::disarm(), disp_name(), npc::do_reload(), overmap_ui::draw_ascii(), draw_tip(), npc::drop_items(), dialogue::dynamic_line(), talk_function::end_conversation(), enumerate_unmet_requirements(), npc::execute_action(), extended_description(), npc::faction_display(), fetch_activity(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_plant(), basecamp::finish_return(), player::fire_gun(), overmapbuffer::fix_npcs(), talk_function::flee(), talk_function::forage_return(), game::forced_door_closing(), npc::form_opinion(), iuse::geiger(), generic_multi_activity_locations(), get_name(), game::get_player_base_save_path(), vehicle::get_targeting_npc(), talk_function::give_aid(), talk_function::give_all_aid(), talk_function::give_equipment(), npc::go_to_omt_destination(), npc::handle_sound(), hardcoded_effects(), iexamine::harvest_plant(), healing_rate(), talk_function::hostile(), talk_function::insult_combat(), activity_handlers::jackhammer_finish(), talk_function::labor_return(), talk_function::leave(), load(), npc::load(), npc_template::load(), game::load(), npc::load_npc_template(), make_fake_npc(), melee_attack(), talk_function::morale_chat_activity(), npc::move(), move_item(), game::move_save_to_graveyard(), npc::move_to(), npc::mug_player(), mutation_attacks(), game::npc_menu(), npc_temp_orders_menu(), npc_throw(), player::on_hit(), npc::on_load(), dialogue::opt(), perform_technique(), trading_window::perform_trade(), petfood(), pick_name(), npc::pick_up_item(), activity_handlers::pickaxe_finish(), place_corpse(), mission_start::place_dog(), mission_start::place_npc_software(), npc::print_info(), print_info(), game::quickload(), avatar::randomize(), talk_function::remove_overseer(), reveal_target(), rod_fish(), game::save(), avatar::save_template(), npc::say(), npc::scan_new_items(), talk_function::scavenging_patrol_return(), talk_function::scavenging_raid_return(), player::select_ammo(), npc::set_attitude(), set_description(), talk_function::set_npc_pickup(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_buy_monster(), talk_effect_fun_t::set_u_sell_item(), npc::setpos(), short_description_parts(), show_photo_selection(), player::sort_armor(), standard_npc::standard_npc(), talk_function::start_mugging(), game_menus::inv::steal(), avatar::steal(), talk_function::stop_following(), talk_function::stop_guard(), npc::store(), talk_function::stranger_neutral(), suffer_from_schizophrenia(), survive_random_encounter(), npc::talk_to_u(), tidy_activity(), npc::travel_overmap(), update_time_fixed(), trading_window::update_win(), npc::warn_about(), and memorial_logger::write().

◆ next_climate_control_check

time_point Character::next_climate_control_check

Definition at line 2247 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ next_expected_position

cata::optional<tripoint> Character::next_expected_position
private

◆ npc_ai_info_cache

std::map<std::string, double> Character::npc_ai_info_cache
mutableprivate

◆ nv_cached

bool Character::nv_cached = false

Definition at line 1541 of file character.h.

Referenced by action_taken(), has_nv(), player::player(), and reset_stats().

◆ nv_range

float Character::nv_range = 0
protected

Definition at line 2137 of file character.h.

Referenced by get_vision_threshold(), and recalc_sight_limits().

◆ omt_path

◆ overmap_time

std::unordered_map<point_abs_omt, time_duration> Character::overmap_time
protected

Amount of time the player has spent in each overmap tile.

Definition at line 2239 of file character.h.

Referenced by apply_persistent_morale(), load(), process_turn(), and store().

◆ oxygen

◆ path_settings

pimpl<pathfinding_settings> Character::path_settings
mutableprotected

Cache for pathfinding settings.

Most of it isn't changed too often, hence mutable.

Definition at line 2148 of file character.h.

Referenced by get_pathfinding_settings(), npc::get_pathfinding_settings(), avatar::grab(), and npc::npc().

◆ per_bonus

int Character::per_bonus = 0
protected

◆ per_cur

◆ per_max

◆ pkill

int Character::pkill = 0
private

◆ position

◆ power_level

units::energy Character::power_level
private

◆ prof

◆ radiation

int Character::radiation = 0
private

Definition at line 2218 of file character.h.

Referenced by get_rad(), load(), set_rad(), and store().

◆ reach_attacking

bool Character::reach_attacking = false

Definition at line 635 of file character.h.

Referenced by melee_attack(), and reach_attack().

◆ reactor_plut

int Character::reactor_plut = 0

Definition at line 1564 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ recoil

◆ scent

int Character::scent = 0

Definition at line 1555 of file character.h.

Referenced by process_turn().

◆ sight_max

int Character::sight_max = 0
protected

Definition at line 2138 of file character.h.

Referenced by player::player(), recalc_sight_limits(), sight_range(), and unimpaired_range().

◆ size_class

m_size Character::size_class = MS_MEDIUM
protected

Size class of character.

Definition at line 2097 of file character.h.

Referenced by get_size(), and recalculate_size().

◆ sleep_deprivation

int Character::sleep_deprivation = 0
private

◆ slow_rad

int Character::slow_rad = 0

Definition at line 1565 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ stamina

int Character::stamina = 0
private

Definition at line 2209 of file character.h.

Referenced by get_stamina(), load(), mod_stamina(), set_stamina(), and store().

◆ stashed_outbounds_activity

◆ stashed_outbounds_backlog

player_activity Character::stashed_outbounds_backlog

◆ stim

int Character::stim = 0
private

Definition at line 2215 of file character.h.

Referenced by get_stim(), load(), mod_stim(), set_stim(), and store().

◆ stomach

◆ stored_calories

int Character::stored_calories = 0
private

Needs (hunger, starvation, thirst, fatigue, etc.)

Definition at line 2206 of file character.h.

Referenced by get_hunger_description(), get_stored_kcal(), load(), mod_stored_kcal(), set_stored_kcal(), and store().

◆ str_bonus

int Character::str_bonus = 0
protected

Bonuses to stats, calculated each turn.

Definition at line 2083 of file character.h.

Referenced by get_str(), get_str_bonus(), load(), mod_str_bonus(), reset_bonuses(), set_str_bonus(), and store().

◆ str_cur

◆ str_max

◆ tank_plut

int Character::tank_plut = 0

◆ temp_conv

◆ temp_cur

◆ thirst

int Character::thirst = 0
private

Definition at line 2208 of file character.h.

Referenced by get_thirst(), get_thirst_description(), load(), mod_thirst(), set_thirst(), and store().

◆ time_died

time_point Character::time_died = calendar::before_time_starts
protected

Definition at line 2142 of file character.h.

Referenced by get_time_died(), and set_time_died().

◆ type_of_scent

scenttype_id Character::type_of_scent
private

Definition at line 2223 of file character.h.

Referenced by get_type_of_scent(), load(), set_type_of_scent(), and store().

◆ vision_mode_cache

std::bitset<NUM_VISION_MODES> Character::vision_mode_cache
protected

◆ vitamin_levels

std::map<vitamin_id, int> Character::vitamin_levels
protected

Current deficiency/excess quantity for each vitamin.

Definition at line 2161 of file character.h.

Referenced by load(), player::player(), store(), vitamin_get(), vitamin_mod(), and vitamin_set().

◆ warning_record

std::map<faction_id, std::pair<int, time_point> > Character::warning_record
protected

warnings from a faction about bad behavior

Definition at line 2102 of file character.h.

◆ weapon

item Character::weapon

Definition at line 1553 of file character.h.

Referenced by activate_bionic(), inventory_selector::add_character_items(), npc::aim(), allocated_invlets(), npc::alt_attack(), apply_damage(), avatar_action::autoattack(), npc::average_damage_dealt(), best_shield(), mattack::bio_op_disarm(), mattack::bio_op_takedown(), block_hit(), can_fire_turret(), avatar_action::can_fire_weapon(), npc::can_reload_current(), can_wear(), player::can_wield(), cast_spell(), npc::character_danger(), debug_menu::character_edit_menu(), check_art_charge_req(), npc::check_or_use_weapon_cbm(), player::consume(), mattack::copbot(), crafting_inventory(), avatar::create(), deactivate_bionic(), deal_damage(), npc::decide_needs(), player::disarm(), npc::discharge_cbm_weapon(), dismount(), throw_activity_actor::do_turn(), iuse::ehandcuffs(), explosion_handler::emp_blast(), empty_buckets(), npc::execute_action(), extended_description(), npc::faction_display(), fire(), player::fire_gun(), avatar_action::fire_wielded_weapon(), character_funcs::fmt_wielded_weapon(), forced_dismount(), npc::form_opinion(), mattack::frag(), player::get_eligible_containers_for_crafting(), get_item_position(), get_overlay_ids(), item::get_remaining_capacity_for_liquid(), aim_activity_actor::get_weapon(), get_weight(), give_item_to(), mattack::grab(), npc_ai::gun_value(), game::handle_action(), handle_problematic_pickup(), hardcoded_effects(), hardcoded_mutation_attack(), has_artifact_with(), i_at(), i_rem(), npc_trading::init_buying(), npc_trading::init_selling(), character_effects::intimidation(), inv_dump(), npc::invalidate_range_cache(), is_armed(), steal_inventory_preset::is_shown(), ma_requirements::is_valid_character(), is_wielding(), item_handling_cost(), mdeath::jabberwock(), game::list_monsters(), load(), game::load(), character_martial_arts::martialart_use_message(), melee_attack(), melee_special_effects(), avatar_action::mend(), npc::method_of_attack(), npc::move(), avatar_action::move(), npc::move_pause(), npc::move_to(), normalize(), npc::npc_dismount(), item_location::impl::item_on_person::obtain_cost(), player::on_dodge(), parse_tags(), monexamine::pet_menu(), pick_one_up(), avatar_action::plthrow(), power_rating(), npc::pretend_fire(), print_aim(), npc::print_info(), game::process_artifact(), item::process_extinguish(), process_items(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), npc::randomize(), rate_critter(), reach_attack(), reach_attack(), npc::regen_ai_cache(), avatar_action::reload_weapon(), avatar_action::reload_wielded(), remove_weapon(), mattack::rifle(), mattack::riotbot(), examine_item_menu::run(), character_martial_arts::selected_style_name(), conditional_t< T >::set_can_stow_weapon(), gun_actor::shoot(), short_description_parts(), smash(), npc::smash_ability(), spell_effect::spawn_ethereal_item(), starting_inv(), npc::starting_weapon(), player::store(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_schizophrenia(), suffer_from_sunburn(), mattack::tankgun(), game::try_get_right_click_action(), salvage_actor::try_to_cut_up(), player::unwield(), update_bodytemp(), trading_window::update_win(), use_amount(), used_weapon(), npc::value(), player::wear(), weight_carried_reduced_by(), weather_effect::wet_player(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ worn

std::list<item> Character::worn

Definition at line 1539 of file character.h.

Referenced by absorb_hit(), active_light(), advanced_inventory_pane::add_items_from_area(), npc::adjust_worn(), allocated_invlets(), amount_worn(), best_shield(), bodypart_exposure(), can_swap(), player::can_takeoff(), can_wear(), debug_menu::character_edit_menu(), check_and_recover_morale(), check_art_charge_req(), check_item_encumbrance_flag(), player::consume(), covered_with_flag(), crafting_inventory(), deal_damage(), dispose_item(), npc::dispose_item(), exclusive_flag_coverage(), extended_description(), fire(), get_armor(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), get_dependent_worn_items(), get_effective_efficiency(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_env_resist(), get_item_position(), get_overlay_ids(), get_weight(), hardcoded_effects(), has_artifact_with(), head_cloth_encumbrance(), i_at(), i_rem(), player::immune_to(), in_climate_control(), inv_dump(), is_wearing(), is_wearing_active_optcloak(), is_wearing_active_power_armor(), is_wearing_helmet(), is_wearing_on_bp(), is_wearing_power_armor(), is_wearing_shoes(), is_worn(), item_encumb(), item_worn_with_flag(), load(), natural_attack_restricted_on(), item::on_wear(), map::player_in_field(), position_to_wear_new_item(), npc::print_info(), process_items(), item::process_tool(), remove_worn_items_with(), short_description_parts(), player::sort_armor(), standard_npc::standard_npc(), starting_clothes(), player::store(), npc::stow_item(), swim_speed(), player::takeoff(), update_bodytemp(), set_transform_iuse::use(), use_amount(), volume_capacity_reduced_by(), npc::wear_if_wanted(), wear_item(), wearing_something_on(), weight_capacity(), weight_carried_reduced_by(), weather_effect::wet_player(), avatar::wield(), avatar_action::wield(), worn_with_flag(), and memorial_logger::write().


The documentation for this class was generated from the following files: